[MOD 0.12.x, 0.13.x] Crafted Artifacts

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Darkgun
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.2

Post by Darkgun »

I've been playing on peaceful and like many others found out i need aliens to progress further so this mod is awesome :P

I might be a complete noob, but when I look at the mod in the mods section of the game, it says it needs liquid recipes 0.1.0, I've tried searching for it, but can't seem to find it anywhere.
GotLag
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.2

Post by GotLag »

That's an optional dependency, it isn't required to run.
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.2

Post by dmtryzhkv »

GotLag wrote:That's an optional dependency, it isn't required to run.

Can you give me a hand please?

Image
Last edited by dmtryzhkv on Sat Mar 26, 2016 12:26 am, edited 1 time in total.
Supercheese
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.2

Post by Supercheese »

It looks like you need to update Factorio. You're probably not running the most recent version.
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.2

Post by dmtryzhkv »

Supercheese wrote:It looks like you need to update Factorio. You're probably not running the most recent version.

Aww really? It's going to suck update it with 10 kb download :/ ruined :( ty tho!
ukr
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.2

Post by ukr »

Ukrainian translation
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Sastas
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.2

Post by Sastas »

GotLag wrote:That's an optional dependency, it isn't required to run.
I ran into the same error. 0.12.29, and I cannot find anywhere the Liquid recpies mod at all. And I cannot really proceed.
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GotLag
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.3

Post by GotLag »

That shouldn't prevent the game from running the mod, but I've removed it anyway and uploaded a new version.
ukr wrote:Ukrainian translation
Thanks, added to latest version
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.3

Post by Sastas »

GotLag wrote:That shouldn't prevent the game from running the mod, but I've removed it anyway and uploaded a new version.
Thanks. Here is a hungarian translation as reward :D
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realm174
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.3

Post by realm174 »

Is there a way to remove the aliens completely? I am finding that most of the rare earth spawn right next to an alien cluster, which grows and spreads over time, making the harvesting of rare earth difficult without getting killed... Or is this an option already included and I just have no clue how to enable that? :)
seronis
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.3

Post by seronis »

Its an option at map generation. You can disable aliens there. You can also look on the factorio wiki for console command that will kill all currently living aliens and turn on peaceful mode to prevent more spawns.
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.3

Post by LubieArbuzy »

Polish Locale (pl) :D

Code: Select all

[autoplace-control-names]
rare-earth=__ENTITY__rare-earth__
[entity-name]
rare-earth=Cenna Ziemia
[entity-description]
rare-earth=Surowy material do tworzenia superkonduktrow
[item-name]
rare-earth=__ENTITY__rare-earth__
superconductor=Superkonduktor
superconducting-wire=Kabel-Superkonduktor
[item-description]
rare-earth=Surowy material do tworzenia superkonduktrow
GotLag
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Re: [MOD 0.12.x] Crafted Artifacts v1.3.0

Post by GotLag »

I've added a switch in data.lua (USE_CUSTOM_ORE) which, if set to false, will prevent spawning of rare earth ore and instead use only vanilla resources to craft artifacts.
Sastas wrote:Thanks. Here is a hungarian translation as reward :D
LubieArbuzy wrote:Polish Locale (pl) :D
Thanks for those, added to latest version.
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Re: [MOD 0.12.x] Crafted Artifacts v1.3.0

Post by DarkTobie »

German locale (de)

Code: Select all

[autoplace-control-names]
rare-earth=__ENTITY__rare-earth__
[entity-name]
rare-earth=seltene Erde
[entity-description]
rare-earth=Rohmaterial zum herstellen von Supraleitern
[item-name]
rare-earth=__ENTITY__rare-earth__
superconductor=Supraleiter
superconducting-wire=Supraleiterkabel
[item-description]
rare-earth=Rohmaterial zum herstellen von Supraleitern
[recipe-name]
superconductor-m=Supraleiter (R)
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Re: [MOD 0.12.x] Crafted Artifacts v1.3.1

Post by GotLag »

Thanks for that, updated.
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Re: [MOD 0.12.x] Crafted Artifacts v1.3.1

Post by Qloshae »

Hello, I am interested in creating a simplified version of this mod.
Crafting requiring 50 rare earth (renamed), 4 water and 20 energy (very slow, but steady supply).
Will probably just use it for me and a friend unless someone else wants it.
Wanted to ask out of courtesy as it is a scaled down version of this mod with small name changes aside from that above (rare earth is instead called alien crystals and the mod specific intermediate materials are removed).
If you want I can upload it as it is, maybe you want to merge it as an option, idk.
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Download Issues

Post by kane.nexus »

I am having trouble downloading your mod from the site you use to host it. Could you please add the current version as an attachment to the original post, that way I can try downloading it that way.

Thanks
GotLag
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Re: [MOD 0.12.x] Crafted Artifacts v1.3.1

Post by GotLag »

My host is having some kind of outage, attached to first post.
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Re: [MOD 0.12.x] Crafted Artifacts v1.3.1

Post by Aepervius »

I am having the latest version of factorio installed with farland mods. I installed separately this mod.... But for some reason it does not appear in the mods list when I run factorio.

Directory structure is as such :
factorio
\ mods
\ farlands
\ crafted artifacts (extracted zip)


Any idea ?
[/strilke]

never mind it was the wrong directory now mods must go in appdata
mooklepticon
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Re: [MOD 0.12.x] Crafted Artifacts v1.3.1

Post by mooklepticon »

Thank you so much for this. I like biters, I hate grinding them. It's so freaking tedious.
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