Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Sun May 08, 2016 8:30 pm
edit: So apparently I forgot to check the factorio basics tab of the inventory. Eh... heh. Problem solved.
www.factorio.com
https://forums.factorio.com/
very nice to have those blue comparisons and a list of all items with their values right in the first post!NathGamer wrote: All items in blue are vanilla Factorio items so you can compare and contrast.
Long Handed Inserter (Extention-Speed: 0.0457, ..., Smart-Functionality: False)
-Fast Long Handed Inserter (Extention-Speed: 0.08, ..., Smart-Functionality: False)
-Smart Long Handed Inserter (Extention-Speed: 0.07, ..., Smart-Functionality: True)
doubling the reach for the mk2/3 while keeping the area the same sounds very reasonable for the big poles, but doesn't the same strategy make the substations a bit op ? with the given values for reach, you almost can replace big poles mk1(vanilla) by substations mk2 (30 vs 28), and big poles mk2 by substations mk3 (60 vs 56), and get their enormous area at the same time (area = reach² instead of constant 4²). maybe for big poles, the reach should increase linearly, and for substations the area should increase linearly (14x14=196 area for mk1, 20x20~=392 for mk2, 28x28=784 for mk3, with reach accordingly set to 14/20/28).NathGamer wrote: Medium Electric Pole (Supply Area: 7x7, Wire Reach: 9)
-Medium Electric Pole Mk2 (Supply Area: 14x14, Wire Reach: 14)
-Medium Electric Pole Mk3 (Supply Area: 18x18, Wire Reach: 18)
Big Electric Pole Mk2 (Supply Area: 4x4, Wire Reach: 30)
-Big Electric Pole Mk2 (Supply Area: 4x4, Wire Reach: 60)
-Big Electric Pole Mk3 (Supply Area: 4x4, Wire Reach: 120)
Substation (Supply Area: 14x14, Wire Reach: 14)
-Substation Mk2 (Supply Area: 28x28, Wire Reach: 28)
-Substation Mk3 (Supply Area: 56x56, Wire Reach: 56)[/size]
finally some kind of chainsaw to fight the critters "with style" ?NathGamer wrote: -Transport Engineer 1 and 2 : (Unlocks: ..., Rapid Slitter Mk1/2)
Hi sorry about this, I forgot that I added a recipe with an item from a different component and forgot to add the logic in for it. Here are the new versions of the core/machine component. Just download these ones and replace them with the ones in your mods folder and the problem should be fixed. I also replaced the ones on the website so people don't have the problem in the future.m2cengine wrote:I'm getting an error when I installed core/equip/logistics/machines/power/weaponry from the in-game addon browser. Game version 13.6
Error is:
Error in assignID, item with name 'pipe-mk2' does not exist.
No problem I am glad that it was caught, and I hope that enjoy my mod. :Dm2cengine wrote:Thanks for the quick update! Works - will definitely try this mod once I'm done with my current game.
I am planning on adding more tiers of the substation and robots and robotports in the next update so was preparing for that I do apologize for the inconvenience.meAndmyself wrote:First of all thank you for all the hard work on the mod. I've enjoyed playing with it very much.
The nerfing in the latest release though is kind of frustrating. Your reduced range of the power poles and roboports basically means that my entire base is broken and has to be reworked, which is a not very enjoyable process at all. Of course I could edit the mod files, but then I have to do that on every release, which is also not enjoyable. So I would like to ask you if you can find it in your heart to reconsider the nerfing because for me at least neither spamming more power poles nor spamming more roboports all over the place actually improves the enjoyment in playing Factorio.
Code: Select all
Error Util.cpp:58: Failed to load mod "FactorioExtended-Transport 0.1.9"
__FactorioExtended-Transport__/data.lua:8: ...ended-Transport__/prototypes/entity/entity-transport.lua:724: attempt to call global 'get_circuit_connector_sprites' (a nil value)
Looking into it. ThanksShEsHy wrote:I get this error at launch with mod version 0.1.9 and Factorio version 0.13.11:Code: Select all
Error Util.cpp:58: Failed to load mod "FactorioExtended-Transport 0.1.9" __FactorioExtended-Transport__/data.lua:8: ...ended-Transport__/prototypes/entity/entity-transport.lua:724: attempt to call global 'get_circuit_connector_sprites' (a nil value)
Please ignore that. I was being an idiot and didn't set Steam to download experimental versions, so it was still on 0.12.35. Set it to download experimental now and the game starts fine on 0.13.13.NathGamer wrote:Looking into it. ThanksShEsHy wrote:I get this error at launch with mod version 0.1.9 and Factorio version 0.13.11:Code: Select all
Error Util.cpp:58: Failed to load mod "FactorioExtended-Transport 0.1.9" __FactorioExtended-Transport__/data.lua:8: ...ended-Transport__/prototypes/entity/entity-transport.lua:724: attempt to call global 'get_circuit_connector_sprites' (a nil value)
Great to hear.ShEsHy wrote:Please ignore that. I was being an idiot and didn't set Steam to download experimental versions, so it was still on 0.12.35. Set it to download experimental now and the game starts fine on 0.13.13.NathGamer wrote:Looking into it. ThanksShEsHy wrote:I get this error at launch with mod version 0.1.9 and Factorio version 0.13.11:Code: Select all
Error Util.cpp:58: Failed to load mod "FactorioExtended-Transport 0.1.9" __FactorioExtended-Transport__/data.lua:8: ...ended-Transport__/prototypes/entity/entity-transport.lua:724: attempt to call global 'get_circuit_connector_sprites' (a nil value)