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Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Thu Oct 17, 2013 4:31 pm
by Nirahiel
Bump :)

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Thu Oct 17, 2013 8:54 pm
by kovarex
I believe you should keep changelog and list of contents in the first post.

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Thu Oct 17, 2013 9:13 pm
by Nirahiel
I'll probably keep the changelog yeah, but list of contents, a lot will be added in the next update, the post will soon be so big people will most likely not want to read it.
Maybe the changelog is enough ? :)
Eventually planned features ?

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Thu Oct 17, 2013 9:26 pm
by kovarex
It is up to you to make the list short enough, but people need to know the contents, or they will most likely not even try it.
You can put the changelog and/or the contents into the spoiler tag (Is here something like this right?)

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Thu Oct 17, 2013 9:54 pm
by Nirahiel
Well, I think you have to enable it in the forum's settings, because it's not here.

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Thu Oct 17, 2013 10:07 pm
by grobyc
+1 for kovarex

I like to see what mod contain in first post. When I go in post and see first post it look's like now this very discouraging and I don't want go further. Ok I can try go further and click on link but this is more discouraging because I see there information for programmers not for common players. You last post with contain pictures about recipe for walls and little description about mod was good info about it. From my point of view you should back to previous post look + link. If someone will be more curious, he/she will use link.

P.S. More pictures about what mod can offer to you = higher interest.

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Thu Oct 17, 2013 10:52 pm
by kovarex
Ok, so I added the spoiler mod.

Simple spoiler
test
Better spoiler
This is the changelog

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Fri Oct 18, 2013 6:08 am
by Nirahiel
Yay cool :)
I'm going to use this for the OP :)

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Fri Oct 18, 2013 8:11 am
by Nirahiel
Okay, I redid the post completely :)
Looks neat now, plus there are some minor additions, hehe :ugeek:

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Fri Oct 18, 2013 4:18 pm
by Dysoch
Great mod first of all, now really with Solar expansion merged.

but i have a request, and i think more people agree with me.

Please fix the tech bug where the game crashed. its really annoying. i have to watch where i put my mouse otherwise it crashed.
granted, you get used to it, but its a shame that it is here.

as a side note: your tech bug also extends to other mods installed with tech. mainly in F-Mod.

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Fri Oct 18, 2013 4:25 pm
by Nirahiel
Well, the problem is, it's not my fault.
It's a bug in the base game.

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Fri Oct 18, 2013 5:21 pm
by kovarex
Ok, ok, as this is 10 minutes fix, I will fix it for 0.7.3 :)

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Fri Oct 18, 2013 5:23 pm
by Dysoch
kovarex wrote:Ok, ok, as this is 10 minutes fix, I will fix it for 0.7.3 :)
Thank you. It was getting really annoying.

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Sat Oct 19, 2013 11:15 am
by ficolas
There is a dupe problem with your mod.
If you add productivity modules to the grinder, you can grind bricks into stone, then smelt with productivity stone into bricks, and so on.

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Sat Oct 19, 2013 11:19 am
by Nirahiel
Well, what can I do against this ?
Do you think stone is THAT useful anyway ?
(IMHO i don't like productivity module at all, but i'm not sure i can restrict what kind of modules can go in a machine, can I ?)

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Sat Oct 19, 2013 11:30 am
by kovarex
Not now, but it will be possible in 0.7.3

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Posted: Sat Oct 19, 2013 11:40 am
by Nirahiel
OK cool, i'll add this to my todo list for the 1.7.3 release :)

Re: [MOD 0.7.1] Industrio V0.3.2 - Now with 100% less bugs !

Posted: Wed Oct 30, 2013 10:09 am
by Nirahiel
Bump, new version :)

Re: [MOD 0.7.1] Industrio V0.3.2 - Now with 100% less bugs !

Posted: Sun Dec 08, 2013 10:06 am
by DRBLN
Hi!

We have slight issue after 0.8 update.
While loading the game, the mistake apperas: Error while loading "advanced accumulator". Energy consumption has to be specified in J or W.

I tries to fix the mistake on my own, however I do not see the solution :(

Re: [MOD 0.7.1] Industrio V0.3.2 - Now with 100% less bugs !

Posted: Sun Dec 08, 2013 10:34 am
by FreeER
DRBLN wrote: While loading the game, the mistake apperas: Error while loading "advanced accumulator". Energy consumption has to be specified in J or W.
I tries to fix the mistake on my own, however I do not see the solution :(
lol, yeah that's the most obvious change in 0.8 (script wise).
It's probably the energy_source in prototypes\entity\accumulators, my guess is it should be this

Code: Select all

energy_source = {
			type = "electric",
			output_priority = "terciary",
			input_flow_limit = "1200W", --was 20 (basic changed from 5->300W)
			input_priority = "terciary",
			output_flow_limit = "1200W", -- was 20
			buffer_capacity = "20KJ" -- was 20000 (basic from 5000->5KJ
		}
also note that the quotes ("") are needed now (were not pre 8).