Error in assignID, 'combat-robotics-2' was not recognized id of technology
I'm failing to understand this error, combat-robotics-2 is part of the base game. Is there a chance you're playing with base mod disabled or another mod that removes/renames technologies?
I play with a bunch of mods. I list only the mods which could cause the problem:
All Mods from Bob
Cartmen Complete Overhaul
hardcorio
all Mo's
Yuoki
and a few more that change nothing in the base game.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Fri Nov 21, 2014 8:36 pm
by ludsoe
Alright, turned out Cartman complete overhaul was changing around the technologys. I've changed mocombat to detect it and switch to the new technology. If theres any other inconsistencies, mod incompatibility just tell me. Ill do my best to correct them.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Sat Nov 22, 2014 5:58 am
by SuperSandro2000
ludsoe wrote:Alright, turned out Cartman complete overhaul was changing around the technologys. I've changed mocombat to detect it and switch to the new technology. If theres any other inconsistencies, mod incompatibility just tell me. Ill do my best to correct them.
Thx man (or woman?). I try it now.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Tue Dec 02, 2014 7:11 am
by NicoPi
When using MoCombat drone orders protect player I get an error.
\data\core|lualib|util.lua:5:
Attempt to perform arithmetic on field 'x' (a nil value)
Then the game crashes out to the main menu, it's not a real big deal but prevents me from using that on order the range ones work fine.
I might have something wrong with my game but I am only using your mod at this time with :
CleanPipes
Liquid-Station-Mod
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Mon Dec 08, 2014 8:32 am
by YouJellehTune
I don't know if it's simple but can you add WaterProof Curved Rail? Also, if we misplaced waterproof tracks in the water it'll be nearly impossible to remove if the lake is very big
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Mon Dec 08, 2014 12:02 pm
by judos
I know this mod is compatible with existing saves, but do I get Uranium into my existing world?
Or is there a way to do this?
Thank you for your help!
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Fri Dec 12, 2014 11:47 am
by kyranzor
Hey ludsoe, I have an idea for your mocombat now that you have nuclear stuff and uranium in the mopower mod.
Would be cool to have poison or depleted uranium piercing ammo added, using nuclear waste combined with piercing ammo to produce it. This would allow the piercing ammo to have an extra damage type and hopefully be more effective against large biters which are basically immune to bullets.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Fri Dec 19, 2014 4:43 am
by Devildog
All mods are broken in 11.6 ( Case Sensitive ) is the error.
A friend an i are getting a Case Sensitive error in 11.6 on launch of factorio.
With all MoMods mods.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Fri Dec 19, 2014 12:05 pm
by kyranzor
I'm pretty sure most of my mo'mods are working just fine in 11.6?
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Fri Dec 19, 2014 10:21 pm
by filippe999
can you add to MoCombat a terminator droid that you can make without alien artifacts but takes a while and many resources to make but once deployed it had enough weaponry and armor to single-handedly take out an enemy base?
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Fri Dec 19, 2014 11:34 pm
by Devildog
Devildog wrote:All mods are broken in 11.6 ( Case Sensitive ) is the error.
A friend an i are getting a Case Sensitive error in 11.6 on launch of factorio.
How would i fix a case sensitive error? like the name of the file or?
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Sat Dec 20, 2014 12:19 pm
by noudfrenken
Devildog wrote:
Devildog wrote:All mods are broken in 11.6 ( Case Sensitive ) is the error.
A friend an i are getting a Case Sensitive error in 11.6 on launch of factorio.
How would i fix a case sensitive error? like the name of the file or?
When starting factorio you will get an error, just rename the folder or zip for the mod to the name the error suggests and everything will work just fine.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Sat Dec 20, 2014 12:58 pm
by kyranzor
Not sure how you can get this error, I have heaps of momods active in 11.6 with no errors.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Mon Dec 22, 2014 7:12 pm
by webber
Mod looks really good.
Looks like the accumulator mk2 (DyTech) is replaced by adv-accumulator (MoMods), causing mk3,4,5 to not be buildable anymore.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Tue Dec 23, 2014 7:48 am
by Scoutter
I get the problem that after renaming the file for the MoPower pack, that my game didn't start and tell me the Major,Middle,Minor pattern isn't matched
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Tue Dec 23, 2014 8:59 am
by webber
Scoutter wrote:I get the problem that after renaming the file for the MoPower pack, that my game didn't start and tell me the Major,Middle,Minor pattern isn't matched
You didn't rename it right. it's exactly as it says.
How to fix: delete version number in the folder, start the game, look at the error (it says which version it should be), append it to the folder name, fixed.
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Tue Dec 23, 2014 9:25 am
by webber
So far my list of shortcomings of this mod:
- adv-accumulator replaces dytechs accumulator mk2 (which also happened to be a recipe for mk3)
- the ore doesn't show on the map below a certain amount per orefield.
- the nuclear reactor doesn't make any energy yet.
- the nuclear reactor uses up the fuel rods way too fast.
- the uranium waste is unusable (also note that you should not be able to burn this in a burner powerplant)
- Skybox_ made some super awesome pictures: https://forums.factorio.com/forum/vie ... =60#p58194
MoCombat
- the Force Field Wall posts are not working properly:
- dont always connect both sides
- also (wrongfully) connects to posts that dont have power
- does not restore right after a save/load
Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!
Posted: Sat Jan 03, 2015 6:34 pm
by Adil
Hello. Firstly, really awesome mod here you've made.
Secondly, it'd be nice if these were somewhere in the op.
ludsoe wrote:Why doesn't anybody post anything about the new experimentals?
How to use the Combat Robotics
1 First obtain the combat robotic recipes through research.
2 Next Construct a combat robotics port, and some combat robots.
3 Thirdly place the combat robotics port down and place the robots in it.
--Congrats you just setup a defensive combat robotics port!
Now you can either change the behavior of the port by placing orders inside it, or you can construct a command tower near it with the orders inside the tower.
For a offensive Combat Robotics Port. You'll want a couple Robotics Ports linked up to a command tower (Aka being near it) while the tower contains several range boosters, and optionally a Artifact collection order. Also offensive Combat Robotics work best with a steady supply of combat robots.
How to use the Combat Robotics
Bump: Still here! And I bring the future!
Update to mopower that re-adds in the nuclear reactors i was working on. They work now. Gonna have to do some more testing but you guys can give it a shot and give me your feedback.
First you mine the ore then, refine it into usable nuclear rods. And with those rods you put them into your nuclear reactors along with water and out you get superheated steam. And with that steam you just ship it to your steam boilers. You also get nuclear waste as a by product.
This release lacks some key features i'll be implementing later. Such as radiation. And some other things. (Really unbalanced right now be warned)
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Posted: Wed Jan 07, 2015 7:20 am
by smattz99
Hey there, I just downloaded the Mopack mod and I have put it in the mods folder as a .zip file like you're supposed to. And it hasn't worked, i get an error message that i got a screen shot. I just changed the file name to try to fix it, but doesn't do anything. Would appreciate any help.