Page 5 of 7
Re: [0.11.x] tno Modpack V2.7
Posted: Mon Dec 15, 2014 2:36 pm
by drakie_san
tno1 wrote:@drakie_san
haha well it shouldn't be 2 easy right
anyways I hope you are enjoying the modpack :p
I am enjoying modpack (edited post before)
Re: [0.11.x] tno Modpack V2.7
Posted: Tue Dec 16, 2014 1:15 am
by Kadaban
Looks like the special ammunition used for the "tankwerkz" tanks can't be crafted.
Explosive Cannon Shell, Depleted Uranium Cannon Shell, Explosive Tank Shell all need a normal "cannon-shell" which can't be crafted. No Recipe exists although an icon is present.
High Explosive Cannon Shell needs itself as part of the recipe.
It looks like there is a recipe called earth-cannon-shell in the replicators mod but it's either not implemented or not activated.
Re: [0.11.x] tno Modpack V2.7
Posted: Tue Dec 16, 2014 6:42 am
by ssilk
Please read this article
https://forums.factorio.com/forum/vie ... f=5&t=7371
and discuss, if wanted!
Thank you.
Re: [0.11.x] tno Modpack V2.7
Posted: Tue Dec 16, 2014 9:22 am
by drs9999
Please remove my mod from the list
Re: [0.11.x] tno Modpack V2.7
Posted: Tue Dec 16, 2014 9:26 am
by tno1
Removed from modpack, and removed the credits given.
#TreeFarm is no more folks :p
Re: [0.11.x] tno Modpack V2.7
Posted: Tue Dec 16, 2014 12:26 pm
by drakie_san
tno1 wrote:Removed from modpack, and removed the credits given.
#TreeFarm is no more folks :p
Doesn't matter, i will just add it manually...
Re: [0.11.x] tno Modpack V2.7
Posted: Tue Dec 16, 2014 10:07 pm
by tno1
Yeah will still work :p
Will probably create some kind of if treefarm is installed then do this and that :p
Also I need ideas to what to create for 2.8 :p
Atm I got this:
Disabled all DyTech miners - makes Rare Earth 2 OP
Forgot to add the clean water recipe change - much cheaper price for cleaning water
Reduced rare earth ore generation to be finite instead of infinite.
The amount each holds can vary from 200-1000
Increased ore size
Increased solar panel power generation
I concidered adding uranium power just with a few tweaks like you need a special replicator to create the uranium and Fluorite :p
Re: [0.11.x] tno Modpack V2.7
Posted: Wed Dec 17, 2014 6:17 am
by thegreyman
Kadaban wrote:High Explosive Cannon Shell needs itself as part of the recipe.
I've updated my mod a bit ago since I missed that. Grab the 1.2 version from my page.
Re: [0.11.x] tno Modpack V2.7
Posted: Wed Dec 17, 2014 10:31 am
by KoKa
Hello. I've got some problems while playing this mod in multiplayer, like saving and loading(creating new game and joining is all great and good, but after some "new games" it is kinda tiresome) - the game always says that there is more than one player on the map. So i guess this modpack is not adapted for MP? That's sad, because modpack is fun.
Re: [0.11.6] tno Modpack V2.8
Posted: Wed Dec 17, 2014 11:24 pm
by tno1
@KoKa
I has been able to create and play in multiplayer? I also tried just now with 2.8 and it also works Oo
@thegreyman
Thanks man didn't notice xD and thanks for epic mod
##2.8 released

##
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 1:12 am
by dunpealhunter
I cant get it to work. This is the error message that i see:
Code: Select all
124542.396371 Info Logger.cpp:148: 2014:12:18 02:08:16; Factorio 0.11.6 (Build 12779, win64)
124542.698442 Info ModManager.cpp:204: Loading mod core 0.0.0 (data.lua)
124542.729834 Info ModManager.cpp:204: Loading mod base 0.11.6 (data.lua)
124543.159420 Info ModManager.cpp:204: Loading mod AdvancedEquipment 0.3.9 (data.lua)
124543.607424 Info ModManager.cpp:204: Loading mod BeltBlocker 1.0.0 (data.lua)
124544.048573 Info ModManager.cpp:204: Loading mod DyTech-Core 0.13.3 (data.lua)
124544.523151 Info ModManager.cpp:204: Loading mod Explosive Termites 1.1.5 (data.lua)
124544.990858 Info ModManager.cpp:204: Loading mod Fluid Void 1.0.0 (data.lua)
124545.464633 Info ModManager.cpp:204: Loading mod Force Fields 1.0.0 (data.lua)
124545.967968 Info ModManager.cpp:204: Loading mod Landfill 2.1.2 (data.lua)
124546.472115 Info ModManager.cpp:204: Loading mod Lane Splitters 1.2.2 (data.lua)
124546.988969 Info ModManager.cpp:204: Loading mod Larger Inventory 1.0.0 (data.lua)
124547.507471 Info ModManager.cpp:204: Loading mod Slipstream 1.0.2 (data.lua)
124548.017362 Info ModManager.cpp:204: Loading mod hardcorio 0.3.5 (data.lua)
124548.816288 Info ModManager.cpp:204: Loading mod tankwerkz 0.1.2 (data.lua)
124549.617441 Info ModManager.cpp:204: Loading mod DyTech-Energy 1.5.0 (data.lua)
124550.511654 Info ModManager.cpp:204: Loading mod DyTech-Logistic 1.3.0 (data.lua)
124551.427891 Info ModManager.cpp:204: Loading mod DyTech-Metallurgy 2.1.0 (data.lua)
124552.472767 Info ModManager.cpp:204: Loading mod DyTech-Modules 1.3.0 (data.lua)
124553.509558 Info ModManager.cpp:204: Loading mod DyTech-Storage 1.4.0 (data.lua)
124554.576835 Info ModManager.cpp:204: Loading mod DyTech-Transportation 1.3.0 (data.lua)
124555.663527 Info ModManager.cpp:204: Loading mod DyTech-Automation 1.3.2 (data.lua)
124556.816746 Info ModManager.cpp:204: Loading mod DyTech-Inserters 1.2.0 (data.lua)
124558.024759 Info ModManager.cpp:204: Loading mod base 0.11.6 (data-updates.lua)
124560.931490 Error Util.cpp:37: Error in assignID, 'rare-earth' was not recognized id of item
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 1:31 am
by tno1
Try putting this in:
https://www.dropbox.com/s/m44ha88qs7vo7 ... 1.rar?dl=0
If not, then I will reinstall my mod folder to see, but it could be the mod manager. Just to make myself clear it SHOULD NOT be, but that is just to eliminate all odds
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 3:34 am
by dunpealhunter
I still get the same error, even after downloading and putting the file in the right place.
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 6:53 am
by tno1
Redownload 2.8.1
https://www.dropbox.com/s/m44ha88qs7vo7 ... 1.rar?dl=0
I just triple checked both on my own pc and on my brothers and that did the trick. You can also just redld 2.8 patch if you want
https://www.dropbox.com/s/9knylwv45lqvm ... 8.rar?dl=0
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 10:29 am
by dunpealhunter
It finally works! thnx!
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 3:25 pm
by tno1
That was very good
Your welcome and sorry for that xD
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 6:46 pm
by Florian1024
How you create alien science pack or elerium ?
Because hardcorio 0.3.5 enable only the alien science pack for 50 fluid-elerium-dust and we can't replicate elerium-ore.
And it also disable other alien science pack recipe.
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 7:06 pm
by tno1
You can find those elerium ores on the map

I found it better to have it like that :p
Re: [0.11.6] tno Modpack V2.8
Posted: Thu Dec 18, 2014 9:31 pm
by Florian1024
I've an other question :
Why the rare earth ore spawn only 3-4 spots around the spawn, but not a bit everywhere ? At the end, they are more elerium ore than rare-earth-ore ! (I try to generate some map with the map editor)
But in all case, thanks for this great modpack !
Re: [0.11.6] tno Modpack V2.8
Posted: Fri Dec 19, 2014 9:33 am
by KoKa
tno1 wrote:@KoKa
I has been able to create and play in multiplayer? I also tried just now with 2.8 and it also works Oo
@thegreyman
Thanks man didn't notice xD and thanks for epic mod
##2.8 released

##
Well i did not say it is not possible to create game. It is not possible to save the game if there is more than one player on the map. So, try to create MP game, let someone join, try to save.