Re: [MOD 0.9.X] MoMods
Posted: Tue Mar 25, 2014 8:54 am
Post should be a weak point. We should protect it by standard defense systems.
Make your you english better "powered by Godle Translate" lolVitduo wrote:OH, my English really crazy!
Ill look into some sort of bug zapper defense system, or release a mini mod that converts the force-fields for you.Inzann wrote:If I could make a request perhaps. I'd love if the electric post walls that are created had no collision, so that biters can walk through them but as they are on top of the tile that has this electricity they will get zapped immediately with huge damage. You can balance this with much larger energy consumption. If I had more modding knowledge I would try to do this myself.
Thank you, that would be much appreciated. I really like the tesla towers and the railgun. The BFG just kills me all the time, it wont shoot until the biters/structures are in range and when it does I am in the range of the explosion which instantly kills me. I'm not sure if I should only fire on stationary targets and then GTFO of there. I tried stripping just the tesla tower and railgun out of the mod and put it in my own collection of my most favourite mods but I was unable to find any item.lua for the railgun. I'm confused if the railgun is actually a part of your mod or in the real game because when I removed your mod I still had the railgun available which really confused me. Is it in the game but not activated by default?ludsoe wrote:Ill look into some sort of bug zapper defense system, or release a mini mod that converts the force-fields for you.Inzann wrote:If I could make a request perhaps. I'd love if the electric post walls that are created had no collision, so that biters can walk through them but as they are on top of the tile that has this electricity they will get zapped immediately with huge damage. You can balance this with much larger energy consumption. If I had more modding knowledge I would try to do this myself.
As for the rest of you guys, I've been working on the latest update. Ill have it out once i finish testing.
Хоть раз в жизни ты что то полезное ляпнул, петушокVitduo wrote:Railgun, rail gun...
Yes, it's from vanilla game. Look to %factorio%/data/base/prototypes/item/gun.lua line 100 and more.
Also, railgun ammo (darts) in ammo.lua line 206 and more.
In game railgun has shooting speed 0
I'm a programmer, not a artist. Ill see about making a texture for the wind turbine when i get some free time.filippe999 wrote:Is it just me on MoPower, the texture for the wind turbine is dentical to the accumulator?
oh okay then, no problem, it's just that on the screenshot the wind turbines looked different so i assumed i did something wrong when installing the mod, thanks a lot, i've already retasked my solar panel production to wind turbine production, because they are so good,they produce more than a solar panel and work at night, they are just better, thanks to then i disassembled my steam lineludsoe wrote: I'm a programmer, not a artist. Ill see about making a texture for the wind turbine when i get some free time.
Glad to see I am not the only one. I actually lost my base when I did that, however, as I had my bots remove my solar farm and drop down about sixty wind turbines. About ten minutes later everything died as my power storage ran out. Took me a while to figure out why I had no power despite having huge numbers of wind turbines, but replacing one by hand resulted in minor power. No idea on cause of this, but I can verify it. Other than the not working when placed by bots, and the placeholder graphic, it is a great and exceptionally useful mod. I love having the larger and more potent energy storage as well, it cuts down quite a bit on how much space I am using for my base.filippe999 wrote: oh okay then, no problem, it's just that on the screenshot the wind turbines looked different so i assumed i did something wrong when installing the mod,
...
Also, found a bug, wind turbines placed by construction bots don't produce any energy, found this out when after i placed 32 of then using blueprints there was no improvement in power production at all.
Code: Select all
remote.call("MoPower", "calcturbines")
I tried to understand what goes wrong currently - I think a part of the problem could be, that oftenludsoe wrote:Sorry for the double post, But this is sort of a Bump. I just uploaded a hotfix that fixes MoLogicCore data from being erased when upgrading to a newer MLC versions. As this is a major update to MLC, I've also uploaded all the MoMods with the new version of MLC. No other content has been added. (Been working on MoFarm concepts + New Save on a Island map)
Thanks for your input on MoLogicCore, I've fixed the typos that I somehow missed. And I added a SubscribeOnDeath function with a related UnSubscribe function.Stefan wrote: maybe renaming the functions to
"SubscribeOnBuiltFunc" and "UnSubscribeOnBuiltFunc"
makes finding errrors easier?
why are there no
"SubscribeOnDeathFunc" and "UnSubscribeOnDeathFunc"?
just seems curious to me...
We cannot code in our own behaviors for the entities currently. So the Accumulator trick is a work around to control the energy output through lua.Slye_Fox wrote:Just wondering if the Wind Turbine is supposed to basically just be an Accumulator instead of of a power generator on purpose.
Sorry about the MoFarms thing, that was a accidental leak by my mod upload program. I've removed it from the MoPack till further notice. But if you still to want test it out and give feedback or ideas you can download the fixed version from. http://www.mediafire.com/download/qyd12 ... mofarm.zipMadd_Mugsy wrote:Really like the ideas for your mocombat stuffI haven't tried out the new tech yet, but it seems like a good fit for playing with increased baddies and the Troopers, Creepers and new biter types added by some other mods, not to mention those awful spitters
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I'm guessing it was just missed in the zip file or something, but there's no cfg in the locale folder for MoFarm. So nothing has nice names in that mod :p