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Re: [0.11.x] tno Modpack V2.5
Posted: Thu Dec 11, 2014 1:51 am
by Kadaban
I'm using Factorio 0.11.5 and tno modpack version 2.5 (downloaded right from the dropbox link).
Once I start a new game or even load one of the older saves I have and then just press space to shoot something you instantly kill yourself and lose the game.
No enemy needed nearby, just start a new game with the modpack installed press space and boom - instant death.
To top that off:
Code: Select all
You have been defeated...
Time played: 00:00:00
Kills:
player: 1
I double checked my installation and did a clean reinstall and the problem persists.
EDIT: Why do I start with 20 packages of "7.62x39mm x 300rnd (AP)" ammunition?
There seems to be a general problem with ammunition. While I did start with exactly 1 regular magazine for the pistol (using it kills yourself as stated above), I'm unable to craft more or to find the research needed to build it.
Looks like you meant to replace the old pistols and rifles but didn't remove the starting one.
Re: [0.11.x] tno Modpack V2.2
Posted: Thu Dec 11, 2014 8:09 am
by wolfnether
wolfnether wrote:Hi,
i have a probleme, i can't create lava for smelting tungsten
Re: [0.11.x] tno Modpack V2.5
Posted: Thu Dec 11, 2014 10:03 am
by tno1
Hmm I don't start with that 1 magazine Oo
And about the turrets + ammo then that is cause it takes a few hours to get some decent ammonition :p
And WolfNether sorry did not see that :/ sorry I will get it fixed :p
Re: [0.11.x] tno Modpack V2.6
Posted: Thu Dec 11, 2014 11:49 am
by oktabyte
I guess something went wrong again... (v.2.6)
The dropbox link version doesn't contain the modpack base anymore, but all mods still require it, therefore the whole pack doesn't work...
Re: [0.11.x] tno Modpack V2.6
Posted: Thu Dec 11, 2014 12:11 pm
by Kadaban
tno1 wrote:Hmm I don't start with that 1 magazine Oo
And about the turrets + ammo then that is cause it takes a few hours to get some decent ammonition :p [...]
You might want to test your modpacks with a clean install as I mentioned in my last post. It reliably reproduces the bug.
I can understand why you want to provide the player with some starting ammo, but not having the right gun for it kinda negates the benefits.
Re: [0.11.x] tno Modpack V2.6
Posted: Thu Dec 11, 2014 12:23 pm
by oktabyte
Kadaban wrote:
I can understand why you want to provide the player with some starting ammo, but not having the right gun for it kinda negates the benefits.
They are meant for turrets, to survive the first few alien assaults, due to the fact that ammo production is quite some time inside the techtree and you will be slaughtered if you don't. It adds a strategic thing to the pack as you need to decide, where you want to place the starting turrets and also a time constrain until you get to the appropriate tech level, to reproduce them.
Re: [0.11.x] tno Modpack V2.6
Posted: Thu Dec 11, 2014 12:33 pm
by tno1
ohh fuck thought I had added the info to all the other files also dangit, my mistake.
https://www.dropbox.com/s/zulp3uxsfy9x4 ... 7.rar?dl=0
Fixed that error with info :/ sorry about that
Re: [0.11.x] tno Modpack V2.7
Posted: Thu Dec 11, 2014 1:28 pm
by Kadaban
Did a clean reinstall of Factorio 0.11.5 and tno modpack v2.7.
The map generator settings for iron ore and the other things are back. I set them to none (besides rare earth and enemy bases of course).
The erratic pistol and magazine I used to be able to suicide with are gone.
The first 2 slots of the quickbar are empty though, looks a bit weird. Maybe slide the items over to the left? This is just a minor issue though.
I'll edit this post should I find more problems.
Re: [0.11.x] tno Modpack V2.7
Posted: Thu Dec 11, 2014 1:33 pm
by tno1
Yes the other ore generation is on the settings menu, that is cause I removed the modpack-base from the mod folder, but no worrys no matter what you set them 2, then there wont be any of those that spawns :p
Yeah that is cause I am removing the starter items, so I might just have to clear the inventory, and then re add it again xD
Re: [0.11.x] tno Modpack V2.7
Posted: Thu Dec 11, 2014 10:34 pm
by Kadaban
tno, the burner inserter is disabled via your recipes.lua file but it's needed to build a (Treefarm) field.
As a workaround I replaced the requirement with a basic inserter.
Re: [0.11.x] tno Modpack V2.7
Posted: Thu Dec 11, 2014 10:42 pm
by tno1
Ohh dangit did not know that :/ I might also just change the recipe to be a basic inserter instead of the burner one
Re: [0.11.x] tno Modpack V2.7
Posted: Fri Dec 12, 2014 11:24 am
by Anathera
Something is missing from the modpack if you download the full version. Rare earth is not loading and neither is biters. So something went wrong with the resources.
Re: [0.11.x] tno Modpack V2.7
Posted: Fri Dec 12, 2014 2:07 pm
by Kadaban
There are two stone gears available: one from dytech and one from replicators.
The replicators one takes 10 rare earth and is preferred when crafting replicators stuff. If you craft some of the dytech gears before that, those are used instead and only 1 stone for each gear is used.
This really makes the replicators gears overly expensive and useless. Care to take a look at that?
Another thing that bothers me:
Why do we need to waste HUGE amounts of rare earth to clean water?
The recipe I'm talking about takes 1000 dirty water and 150 (!) rare earth to produce 110 clean water. (And while we're at that topic: why is there more than one recipe for the same product where only the supplied resources differ?)
What's the reasoning behind this other than to make it annoying and illogical. Why would you dump rare earth into dirty water to "clean" it?
Seeing as rare earth isn't really that rare, especially when you start using the dytech miners which just rip that stuff out of the earth faster than you can handle, why rely so much on it?
There's also the landfill recipe that takes rare earth instead of regular stone.
Oh and another note about the recent update to Factorio 0.11.6:
Seems like the car-sheet.png graphic is missing from the base game files which is used in hardcorio and dytech. Simply copying the file from an old installation into the right folder will make the mods work again.
Haven't tested the car yet, though.
Re: [0.11.x] tno Modpack V2.7
Posted: Fri Dec 12, 2014 5:46 pm
by tno1
@Kadaban
Alright disabled those rare earth to gears xD
Apparantly I forgot to put in my change to the rare earth cleaning of water.
And btw it is used cause it is ment as a high tech metal that is very clean and can clean stuff up/produce other minerals :p
I will update within next hour or so :p
Re: [0.11.x] tno Modpack V2.7
Posted: Sat Dec 13, 2014 6:06 pm
by dunpealhunter
I noticed that when i start a new game and do some exploring to see the area, if i get attacked its pretty much game over. As soon as i attack back every biter in the area, even the ones that are very far out will come towards me and try to kill me. Yesterday for example i was attacked and killed by at least 50 different biters....
Re: [0.11.x] tno Modpack V2.7
Posted: Sun Dec 14, 2014 10:39 pm
by oktabyte
dunpealhunter wrote:I noticed that when i start a new game and do some exploring to see the area, if i get attacked its pretty much game over. As soon as i attack back every biter in the area, even the ones that are very far out will come towards me and try to kill me. Yesterday for example i was attacked and killed by at least 50 different biters....
thats hardcorio for you. my reason why i don't play the more updated versions of the pack.
finally managed to get a nice setup for dytech research... 1.5 though but still fun

You could make it easier with drones, but i don't like them, its much more fun this way
https://imgur.com/UTedKGk
Re: [0.11.x] tno Modpack V2.7
Posted: Mon Dec 15, 2014 1:30 am
by drakie_san
Hi, there is Advanced body armor MK3 in tech research, but it's requiring (and allows) to research Advanced body armor MK3 (the same tech) so it's impossible to research it.
P.S.: Personal laser defense still needs old laser turret
P.P.S.: 5.56x45mm * 1000rnd (DU) requiring Liquid hydrogen, i has full tech tree but i can't see it,
Re: [0.11.x] tno Modpack V2.7
Posted: Mon Dec 15, 2014 1:25 pm
by tno1
I am going to update hardcorio to 0.3.5 later today so yeah xD
Thanks for the Personal laser problem did not know that nor notice it xD
Liquid Hydrogen you get from Clean water :p
Re: [0.11.x] tno Modpack V2.7
Posted: Mon Dec 15, 2014 1:41 pm
by drakie_san
tno1 wrote:I am going to update hardcorio to 0.3.5 later today so yeah xD
Thanks for the Personal laser problem did not know that nor notice it xD
Liquid Hydrogen you get from Clean water :p
Yea it's okey, i just turned off biters attack, and doing only tech tree, after i got everything i will make SUPER awesome baddas base with tanks, cars, turrets, just everything

those biters are pretty tough. And another, i think lava making is looped, 600C lava needs 800C lava, that needs 1000C lava... etc.. look into it, you will see what i think. And i dont see some output for liquid hydrogen, no icon or something i clicked at every icon what i has but no Liquid Hydrogen
Re: [0.11.x] tno Modpack V2.7
Posted: Mon Dec 15, 2014 1:44 pm
by tno1
@drakie_san
haha well it shouldn't be 2 easy right
anyways I hope you are enjoying the modpack :p