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				(0.13.4) MoPower 0.5.2
				Posted: Wed Dec 09, 2015 11:18 pm
				by ludsoe
				MoPower is a mod centered around power generation and storage. It has things such as giant steam engines/accumulators and implements wind turbines and nuclear reactors.
Mod Listing: 
https://mods.factorio.com/mods/ludsoe/mopower
Mirror Download: 
http://www.mediafire.com/download/be88s ... opower.zip
 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Wed Dec 30, 2015 12:49 am
				by ZombieMooose
				About how many steam engines can one nuclear reactor support?
			 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Wed Jan 27, 2016 7:32 am
				by Airat9000
				bug new version factorio
			 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Sat Mar 12, 2016 4:10 pm
				by tigar
				Airat9000 wrote:bug new version factorio
getting the same here if i have ks power installed but works fine without
to the author could we maybe get a name change in the code so that it will work with ks power installed?
 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Mon Apr 11, 2016 8:20 am
				by Kitsune
				Hey there. 

 Wanted to ask if the wind turbin is working? I set them up, they move a second and then stand still. And my biggest question they seem to not generate any energy? They working more like accumulators. If its intended, i'm okey with this but then its a bit "hard" to charge them if they have max. input of 0. 

 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Tue Apr 12, 2016 10:12 am
				by ludsoe
				Kitsune wrote:Hey there. 

 Wanted to ask if the wind turbin is working? I set them up, they move a second and then stand still. And my biggest question they seem to not generate any energy? They working more like accumulators. If its intended, i'm okey with this but then its a bit "hard" to charge them if they have max. input of 0. 

 
They never actually charge, try building one not linked to a power grid. If it gets energy then they are working. 
There's a small bug where the energy gets taken out of them faster then the script can update it, so sometimes they appear to not work with high power demand.
 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Tue Apr 26, 2016 3:58 am
				by Insanekiller278
				Having an issue when placing the rector ;
			 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Tue Apr 26, 2016 7:59 am
				by Kitsune
				I'm not that good on mods in factorio but that looks more an problem with dytech and not mopower. 

 But i'm not 100% sure. 

 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Fri Apr 29, 2016 12:38 am
				by Insanekiller278
				Kitsune wrote:I'm not that good on mods in factorio but that looks more an problem with dytech and not mopower. 

 But i'm not 100% sure. 

 
And you might just be right, however the mod is by mopower, not dytech, just to be safe I did post both places.
 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Sat May 07, 2016 1:45 am
				by Randonx
				Are Nuclear reactors the only way to successfully run these Octo Steam Engines?  I can't ever seem to get much water into them.  Any ideas for that?
			 
			
					
				Re: (0.12.20) MoPower 0.4.26
				Posted: Fri May 20, 2016 4:55 am
				by ludsoe
				They are meant to replace entire chains of engines. So in place of 8 normal steam engines you just use a single octo one.
			 
			
					
				Re: (0.13.4) MoPower 0.5.1
				Posted: Tue Jul 05, 2016 3:07 pm
				by GhengizCohen
				hi, great to see this updated for 0.13.x,
I do have an issue with this one when loading it to an existing save(0.13.4) it prevents it from loading with an error.
			
		
				
			 
- ff836ddb120a224c66c0cf0b6d756199.png (126.17 KiB) Viewed 20844 times
 
Oh and something is going on with loading MoTransportation in an existing savegame too, I'll post the error image in that thread.
Thanks!
 
			
					
				Re: (0.13.4) MoPower 0.5.1
				Posted: Tue Jul 05, 2016 8:23 pm
				by ludsoe
				GhengizCohen wrote:hi, great to see this updated for 0.13.x,
I do have an issue with this one when loading it to an existing save(0.13.4) it prevents it from loading with an error.
ff836ddb120a224c66c0cf0b6d756199.png
Oh and something is going on with loading MoTransportation in an existing savegame too, I'll post the error image in that thread.
Thanks!
 
Seems some of the old migrations were misbehaving. I removed them for now, so Mopower should load.
 
			
					
				Re: (0.13.4) MoPower 0.5.2
				Posted: Sat Jul 16, 2016 11:15 am
				by Jorn86
				Using version 0.5.2
The charging animation/texture for octo accumulators is off by about 1 square to the bottom right. When I place the accumulator it's fine, as soon as it starts charging it jumps to the bottom right, and when it's full it jumps back.
			 
			
					
				Re: (0.13.4) MoPower 0.5.2
				Posted: Sun Jul 17, 2016 7:53 am
				by Jorn86
				Found something else too. When I have wind turbines connected to my network (moWeather is not installed), accumulators don't charge any more at all. I was thinking to go green with solar + wind only, but apparently it's not possible 

 
			
					
				Re: (0.13.4) MoPower 0.5.2
				Posted: Sat Aug 13, 2016 7:33 am
				by GrandMasterK211
				idk if I'm just Shit out of luck but when I install the mopower mod says I need motoolbar and mo weather but when I try to use mo weather says I need motoolbar but I can not seem to find a motoolbar to even install it am I doing something wrong