5Dim's mod

New energy types, decorations, electric train, new types of belts and inserters, bigger inventory and many more stuff.

Moderators: McGuten, odin_spain

Locked
McGuten
Filter Inserter
Filter Inserter
Posts: 310
Joined: Tue Jun 24, 2014 3:06 pm
Contact:

5Dim's mod

Post by McGuten »

Hi guys

I update modules for 0.12, you can download it here

All modules is last released but compatible with 0.12
Image

User avatar
oLaudix
Filter Inserter
Filter Inserter
Posts: 282
Joined: Sun Jun 14, 2015 3:24 pm
Contact:

Re: 5Dim's mod

Post by oLaudix »

logistic part of the mod breakes my power distribution somehow. Nothing gets electricity even though its next to the pole with max electricity demand.

EDIT1: Looks like roboports are the reason. I removed them from mod and everything works fine.

EDIT2: Even removing roboports to inventory without removing them from mod helped.
Image

McGuten
Filter Inserter
Filter Inserter
Posts: 310
Joined: Tue Jun 24, 2014 3:06 pm
Contact:

Re: 5Dim's mod

Post by McGuten »

Image

In my game it work be fine
or I don't understand what you say...
Image

User avatar
oLaudix
Filter Inserter
Filter Inserter
Posts: 282
Joined: Sun Jun 14, 2015 3:24 pm
Contact:

Re: 5Dim's mod

Post by oLaudix »

Well i encountered this wierd behavour ... Nothing but your roboports was working. But then after all roboports lost their power they suddenly started to to load back up and everything started to work again. Probably some mix of mods broke smth on transition from 0.11 to 0.12. It works fine now though oO
Last edited by oLaudix on Sat Jul 18, 2015 4:07 pm, edited 1 time in total.
Image

McGuten
Filter Inserter
Filter Inserter
Posts: 310
Joined: Tue Jun 24, 2014 3:06 pm
Contact:

Re: 5Dim's mod

Post by McGuten »

oLaudix wrote:Well i encountered this wierd behavour ... Nothing but your roboports was working. But then after all roboports lost their power they suddenly started to to load back up and everything started to work again. Probably some mix of mods broke smth on transition from 0.11 to 0.12. It works fine now though oO
The magic is real hahaha
Its ok then ^^
Image

zegoro
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sat Jul 18, 2015 5:37 pm
Contact:

Re: 5Dim's mod

Post by zegoro »

I have another issue with 5dim_energy_0.0.6

it seems that the solar panels (mk2 and mk3) are not connecting to the power network.
the "normal" solar panels do.

when you mouseover the mk2 and mk3 it shows that they are generating power -> but they dont show up in the power screen (when you select a power pole).
i tried to connect the solar panels to every power pole available (also vanilla one) but none of them worked.

any ideas?

regards zeg

McGuten
Filter Inserter
Filter Inserter
Posts: 310
Joined: Tue Jun 24, 2014 3:06 pm
Contact:

Re: 5Dim's mod

Post by McGuten »

zegoro wrote:I have another issue with 5dim_energy_0.0.6

it seems that the solar panels (mk2 and mk3) are not connecting to the power network.
the "normal" solar panels do.

when you mouseover the mk2 and mk3 it shows that they are generating power -> but they dont show up in the power screen (when you select a power pole).
i tried to connect the solar panels to every power pole available (also vanilla one) but none of them worked.

any ideas?

regards zeg
I fix it today.
I will upload today or tomorrow ^^
Image

zegoro
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sat Jul 18, 2015 5:37 pm
Contact:

Re: 5Dim's mod

Post by zegoro »

PERFECT

thx alot :)

Racusthor
Burner Inserter
Burner Inserter
Posts: 11
Joined: Fri Jul 17, 2015 8:10 pm
Contact:

Re: 5Dim's mod

Post by Racusthor »

It is possible that it doesn't show the energy because it isn't needed.
However, i changed this
{
type = "electric",
usage_priority = "solar" <----------------------------------------------------------
},

it am sure it works now. tested it with powering radars.

McGuten
Filter Inserter
Filter Inserter
Posts: 310
Joined: Tue Jun 24, 2014 3:06 pm
Contact:

Re: 5Dim's mod

Post by McGuten »

Racusthor wrote:It is possible that it doesn't show the energy because it isn't needed.
However, i changed this
{
type = "electric",
usage_priority = "solar" <----------------------------------------------------------
},

it am sure it works now. tested it with powering radars.
Yes, it is, i will upload tomorrow with other things...
Image

NexZone30
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sun Jul 19, 2015 6:49 am
Contact:

Re: 5Dim's mod

Post by NexZone30 »

I've been playing your mod for about four hours now and I've come across some bugs and maybe some unintentional mechanics?

BUG:
The belt blocker isn't working and doesn't have a collision.
Upgraded Solar Panels not showing up in power tab and not producing any power.

Unintentional Mechanic!?!?:
Are certain machines such as the Masher and Upgraded Mining Drills supposed to have slots to put in modules? They don't which is disappointing. Especially the miners, because let's face it... I'm not gonna place down a MK1 miner that produces thirty-six pollution and is barely faster than the vanilla miners. x.x (They're not affected by beacons either!)

A thing I'm loving!:
I really love how you made the science work since it no longer wastes science packs! So +1 for that.

Suggestions from playing so far:
-Make it so that things like solar panels/furnaces/mashers/boilers can be reused in the next tiers crafting recipe. It just seems like a waste when you replace them with something better.
-Update the max tiers solar panel texture because it doesn't fit in... And its not the greatest.
Last edited by NexZone30 on Sun Jul 19, 2015 8:20 am, edited 4 times in total.

zegoro
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sat Jul 18, 2015 5:37 pm
Contact:

Re: 5Dim's mod

Post by zegoro »

The bug with the modul-slots is also true for assemblers

McGuten
Filter Inserter
Filter Inserter
Posts: 310
Joined: Tue Jun 24, 2014 3:06 pm
Contact:

Re: 5Dim's mod

Post by McGuten »

I know that problem, i wil fix it on next released for all modules
Image

DreamSmith
Inserter
Inserter
Posts: 42
Joined: Wed Mar 26, 2014 7:43 pm
Contact:

Re: 5Dim's mod

Post by DreamSmith »

Hi, excellent mod, I love the extra long inserters.
I have found some issues not already in the thread:-
  • Strings missing for english dusts,
    Non basic Fast Insrters (close, long, extra-long) cost the same as baisc versions.
    Assemblers 3 4 5 also need a recipe check.
    Robotics 2 appears as Robitics 2 2,
    Mk 2 Logisitcs chests have the same recipie as the normal ones.
    Basic Left/Right insterters are in logistics not insterters.
    Missing smart versions of all inserters except basic left/right.
    Missing basic small pump.
    Big Chest is available without needing to research it.
That's all I've found today, looking forward to your next update!

McGuten
Filter Inserter
Filter Inserter
Posts: 310
Joined: Tue Jun 24, 2014 3:06 pm
Contact:

Re: 5Dim's mod

Post by McGuten »

DreamSmith wrote:Hi, excellent mod, I love the extra long inserters.
I have found some issues not already in the thread:-
  • Strings missing for english dusts,
    Non basic Fast Insrters (close, long, extra-long) cost the same as baisc versions.
    Assemblers 3 4 5 also need a recipe check.
    Robotics 2 appears as Robitics 2 2,
    Mk 2 Logisitcs chests have the same recipie as the normal ones.
    Basic Left/Right insterters are in logistics not insterters.
    Missing smart versions of all inserters except basic left/right.
    Missing basic small pump.
    Big Chest is available without needing to research it.
That's all I've found today, looking forward to your next update!
Im working in this bugs today, maybe at night or tomorrow i will upload

And i love that feedback ^^
Image

McGuten
Filter Inserter
Filter Inserter
Posts: 310
Joined: Tue Jun 24, 2014 3:06 pm
Contact:

Re: 5Dim's mod

Post by McGuten »

Someone moderator can move it to 5Dim's subforum?
Image

Locked

Return to “5dim's mod”