[MM 1.07][V8a] Quarrying Z Mod 1.2.1

Post here your released mods

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby Jon_jon13 » Sun Apr 21, 2013 2:49 am

the "old" way is supposed to mean that you go and overwrite the game files with the mod files, it shouldn't appear in the mod option of the game at all...
This device requires watergineers, m'lord!
User avatar
Jon_jon13
 
Posts: 1483
Joined: Fri May 04, 2012 11:19 am

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby GameCharmer » Sun Apr 21, 2013 3:36 am

ray4ever wrote:Even though I'm not the author of this great mod, i fixed it for the new ingame modloader in v12b.

You can download it here:
http://rapidshare.com/files/1892305366/Quarry.zip

Edit: fixed the linux problem mentioned a few posts before


Thank you for the update!

For some reason, my townies completely ignore the quarries after they are built. Despite setting them to highest priority and demanding 25 of each, they absolutely refuse to use them.

Any ideas as to what is going on?

UPDATE:
Scratch that, it's working now. I changed the haul level to a level higher than the quarries, and they are now using them. No clue why that fixed it, but it did. :P
User avatar
GameCharmer
 
Posts: 38
Joined: Sun Nov 11, 2012 7:18 am
Location: Michigan, USA

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby Colombo » Wed May 01, 2013 9:17 pm

lucky you
User avatar
Colombo
 
Posts: 737
Joined: Mon Jan 23, 2012 5:55 pm

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby Colombo » Wed May 01, 2013 10:03 pm

As even original quarry does this to me, I do think that some new changes are responsible for that. But because original files looks exactly like those in mod, I am realy fucked up and tired.
User avatar
Colombo
 
Posts: 737
Joined: Mon Jan 23, 2012 5:55 pm

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby Colombo » Thu May 02, 2013 7:35 am

For anyone considering the help:

The problem is, that townies don't react on auto-production (set maximum), but react well with the other button (build once).
User avatar
Colombo
 
Posts: 737
Joined: Mon Jan 23, 2012 5:55 pm

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby GameCharmer » Thu May 02, 2013 11:31 am

Ahh well
User avatar
GameCharmer
 
Posts: 38
Joined: Sun Nov 11, 2012 7:18 am
Location: Michigan, USA

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby GameCharmer » Thu May 02, 2013 11:31 am

I suppose that makes sense
User avatar
GameCharmer
 
Posts: 38
Joined: Sun Nov 11, 2012 7:18 am
Location: Michigan, USA

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby Colombo » Thu May 02, 2013 8:14 pm

Found the problem. Seems that the way how the item is made so it could be build by "right click, make a quarry" make it unsuitable for auto-production.

The problematic tag is:
<replaceCellItem>quarry</replaceCellItem>

Without this, the auto-production works. Without this tag however, one has to put the quaries trough utils. If someone knows solution for that (so the right-click could be preserver) I will gladly hear it.
User avatar
Colombo
 
Posts: 737
Joined: Mon Jan 23, 2012 5:55 pm

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby Boneidle » Fri May 03, 2013 9:31 am

Really the idea of it being in utilities isnt so bad at all. If thats how you get it to work again why not just make a quarriers utility tab (not sure if its possible but i dont see why it shouldnt be) I would rather it be like that than not have the quarries at all
Boneidle
 
Posts: 21
Joined: Thu May 02, 2013 11:13 am

Re: [MM 1.07][V8a] Quarrying Z Mod 1.2.1

Postby Colombo » Fri May 03, 2013 9:39 am

In original Quarry, it was by default in utilities. But it had only 4 quarries and mined rest with mineshaft. I can rewrite it for you, if you want.
User avatar
Colombo
 
Posts: 737
Joined: Mon Jan 23, 2012 5:55 pm

PreviousNext

Return to Released mods

Who is online

Users browsing this forum: No registered users and 5 guests

cron