[MOD 0.13.x] Fusion Reactor

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kayobro123
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Re: [MOD 0.12.x] Fusion Reactor

Post by kayobro123 »

Hey OP, I'm new to modding and I was wondering if I can get permission to adapt this mod to Bob's mods. I would like to see the mod grow and be less OP and more compatible with other mods I was wondering if you can give me some tips and the ability to make this dream come true. If you would like to contact me please email me at kayobro123@gmail.com

charga600
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Re: [MOD 0.12.x] Fusion Reactor

Post by charga600 »

Hey Kayobro,
I was actually planning on splitting the mod into two versions in the next iteration, one compatible with Bob's mods, and one for standard Factorio. The only reason I have not done so sooner is because I am currently studying for my AS exams, although I'm right at the end of them, so I should have more free time to add to the mod shortly. If you would however like to take over the Bob's mod of these two yourself then I would happily send you all the relevant files and information.

kayobro123
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Re: [MOD 0.12.x] Fusion Reactor

Post by kayobro123 »

Hey, thanks for the reply. Didn't think I would get one.

Thanks for the suggestion, I would really like the tools to make this happen but I'm not confident that I can make this mod on my own. I was thinking more along the lines of cooperatively working to do this. (if thats not to much to ask) But seeing that you have exams, my proposal is inconvenient to you.

But (there always is a but, isn't there?) I would still appreciate the chance.

charga600
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Re: [MOD 0.12.x] Fusion Reactor

Post by charga600 »

I'd be more than happy to share the load, roughly how much do you know about modding Factorio? And what elements of the mod, if any, would you be interested in creating?

kayobro123
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Re: [MOD 0.12.x] Fusion Reactor

Post by kayobro123 »

If I'm gonna be honest with you, I only know the bare bones of modding Factorio. I would really like something simple to start out with.

charga600
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Re: [MOD 0.12.x] Fusion Reactor

Post by charga600 »

I you know how to create items, set recipes and load them into the game, you could start working on those. I'd assume you have some experience with Bob mod, at current I have none, so deciding on recipes, new items etc would be a good start. If you don't know how to do these I'd recommend you being reading the pages on this article, https://wiki.factorio.com/index.php?title=Modding

kayobro123
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Re: [MOD 0.12.x] Fusion Reactor

Post by kayobro123 »

Sorry I was gone for a while, but I'm almost done with the mod. Here is the link https://goo.gl/5LY7Ms The mod now works with Bob's and is stable, but I don't know how to increase the power output of the reactor and considering now you need alot of resources to make a reactor, I think the power output should be increased to at least 50Mw. All you have to do is the liquid stuff and increase the power now.

blacktalen
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Re: [MOD 0.12.x] Fusion Reactor

Post by blacktalen »

i have a question have you given up on this mod? i like it a lot and would like to know if you plan on updating it to version 0.13.x?

charga600
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Re: [MOD 0.12.x] Fusion Reactor

Post by charga600 »

If patch 13 is out then I'll update the mod. I just haven't been playing a Factorio of late.

orzelek
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Re: [MOD 0.12.x] Fusion Reactor

Post by orzelek »

charga600 wrote:If patch 13 is out then I'll update the mod. I just haven't been playing a Factorio of late.
It's out from soem time and quite stable now. Still an experimental version on steam/page.

blacktalen
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Re: [MOD 0.12.x] Fusion Reactor

Post by blacktalen »

THANK YOU

charga600
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Re: [MOD 0.12.x] Fusion Reactor

Post by charga600 »

Updated to Factorio 0.13
And you're welcome :)

Hallonen
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Re: [MOD 0.12.x] Fusion Reactor

Post by Hallonen »

__FusionReactor__/control.lua:1: module defines not found; no such file
__FusionReactor__/defines.lua no such file
__FusionReactor__/defines.lua no such file
C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/lualib/defines.lua
Got this when trying to load the mod into a save. Factorio version 0.13.9

As of .13 you don't have to require defines anymore.

charga600
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Re: [MOD 0.12.x] Fusion Reactor

Post by charga600 »

If you are loading from a save which is 0.12, you should be using the 0.12 version of the mod no?

Sunnova
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Re: [MOD 0.12.x] Fusion Reactor

Post by Sunnova »

All require "defines" have to be removed for .13. looks like you have one in your control.lua, also, your zip file name is FusionReactor_0.1.3.zip, but the folder inside of it is FusionReactor_0.1.2. Don't know if that matters or not.

charga600
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Re: [MOD 0.12.x] Fusion Reactor

Post by charga600 »

Right, I'll check and correct both of those, thanks.

charga600
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Re: [MOD 0.12.x] Fusion Reactor

Post by charga600 »

Updated to remove defines and correct folder name.

Bizobinator
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Re: [MOD 0.13.x] Fusion Reactor

Post by Bizobinator »

So, when I install it, I keep getting this error when I try to start Factorio:

Code: Select all

---------------------------
Error
---------------------------
Error while running setup for entity prototype "fusion-reactor" (generator): EntityPrototype Fusion Reactor doesn't have an order string and there is no item to place it.
Modifications: FusionReactor › Enhanced_Map_Colors › Squeak Through
---------------------------
OK   
---------------------------
Is this something with your mod or the Squeak Through mod?

charga600
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Re: [MOD 0.13.x] Fusion Reactor

Post by charga600 »

I would assume that it is something to do with Squeak Through, you'll have to ask the author of that mod and if there is anything I can do on my end tell them to let me know.

Vuliev
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Re: [MOD 0.13.x] Fusion Reactor

Post by Vuliev »

Have you talked to Simdezimon (maker of the Nuclear Power mod)? His nuclear reactor sprite is excellent, and he's also implemented steam and steam-powered engines (510kW) and turbines (5.1MW).

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