MoMods: CoreMod Downloads

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

Moderator: ludsoe

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Christopherboy
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Re: MoMods: CoreMod Downloads

Post by Christopherboy » Sun May 24, 2015 12:58 pm

Can you disable monsters?

SecretSnake55
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Re: MoMods: CoreMod Downloads

Post by SecretSnake55 » Mon May 25, 2015 2:38 am

[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()

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Re: MoMods: CoreMod Downloads

Post by Koub » Mon May 25, 2015 8:18 am

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

Post by ROFLLOLSTER » Tue May 26, 2015 8:27 am

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?

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Error while loading entity prototype "boat" (car): No such node
(energy per hitpoint) 
Modifications: Motrans

motytheultimate
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Re: MoMods: CoreMod Downloads

Post by motytheultimate » Mon Jun 01, 2015 11:29 am

I wrote a german locale for moskin

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[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

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Re: MoMods: CoreMod Downloads

Post by Ulsting » Tue Jun 02, 2015 4:06 am

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?

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Re: MoMods: CoreMod Downloads

Post by Qcor » Tue Jun 02, 2015 8:29 pm

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.

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ludsoe
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Re: MoMods: CoreMod Downloads

Post by ludsoe » Fri Jun 05, 2015 6:29 pm

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?
Are you attempting to do this in multiplayer? Otherwise I'm not sure the cause of it not updating.
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.
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...
motytheultimate wrote: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
I'm not sure what to name the locale folder... Ill implement after I figure that out.

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Re: MoMods: CoreMod Downloads

Post by Vitduo » Sat Jun 20, 2015 1:00 pm

ludsoe wrote: I'm not sure what to name the locale folder... Ill implement after I figure that out.
German uses "de" for two-letter combination. It's because [De]utsch

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Re: MoMods: CoreMod Downloads

Post by ScoobTheNoob » Sat Jun 20, 2015 7:25 pm

Getting error Circular dependency from mopower to mofarm... Whelp :?:

Ok resolved from "master download".

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Re: MoMods: CoreMod Downloads

Post by Nanobytez » Sat Jun 27, 2015 12:39 am

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

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Re: MoMods: CoreMod Downloads

Post by orzelek » Sat Jun 27, 2015 11:36 am

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
MoPower uses resource "uranium-ore". There is a chance you didn't need to remove it some mods share it.

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Re: MoMods: CoreMod Downloads

Post by Nanobytez » Sat Jun 27, 2015 7:28 pm

How would I regenerate said ore?

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Re: MoMods: CoreMod Downloads

Post by orzelek » Sat Jun 27, 2015 8:28 pm

This should work in console:

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/c game.regenerateentity("uranium-ore")
Same should work with DyTech gems - sorry for not being more detailed I assumed you knew the command since you asked for resource name :D

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Re: MoMods: CoreMod Downloads

Post by Nanobytez » Sat Jun 27, 2015 8:42 pm

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!

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Re: MoMods: CoreMod Downloads

Post by orzelek » Sat Jun 27, 2015 11:48 pm

This is not a mod command - thats a game command :D

Mod commands are the remote calls only - this one is taken from game modding wiki.

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Re: MoMods: CoreMod Downloads

Post by Nanobytez » Sun Jun 28, 2015 12:18 am

WEll it worked in spawning both the ore and the gems lol. :D

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Re: MoMods: CoreMod Downloads

Post by CharitableClas » Wed Jul 22, 2015 2:12 am

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.

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Re: MoMods: CoreMod Downloads

Post by ludsoe » Fri Jul 24, 2015 12:58 am

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

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Re: MoMods: CoreMod Downloads

Post by darkshadow1809 » Sun Jul 26, 2015 7:48 pm

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!
ShadowsModpackDevelopment

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