Krastorio 2 Wind Turbine


This is simple extraction of the wind turbine from Krastorio 2 (https://mods.factorio.com/mod/Krastorio2). All credits go to original mod developers and maintainers: raiguard, Krastor and Linver. Thank you guys for this beautiful mod in general and this tiny cute turbine in particular. Added settings for power generation level

Content
29 days ago
1.1 - 2.0
5.47K
Power

i Transfer of beacon mechanics, beacons, and all modules from SE.

30 days ago

Can you transfer the mechanics of beacons and the beacons themselves from Space Exploration?
And also all the new modules.
The vanilla beacon system seems very boring to me.

30 days ago

Hello,

Unfortunately, no. Space Exploration's license explicitly prohibit any modification or reuse of any of their assets and code. While K2 has opposite position allowing users to extract particular mechanics and entities from original mod if you keep proper attribution and do not make money on it. That's why you could see so many K2-extracted stuff here on mod portal.

30 days ago

And if I want to do it just for myself? Is it very difficult? Can you briefly explain how to do this?

30 days ago

It would be very nice if you could briefly explain how SE beacons work because I never touched this mod in play-wise perspective

30 days ago

They have an overload effect, that is, when more than one beacon is connected to one machine, the machine overloads and stops working, there are 3 new beacons in total, a small one, and two large ones for a different number of modules

30 days ago

The main page of the mod has all these chips, and there is also the Beacon Rebalance mod, it adds overload mechanics and new beacons, but I don't like the graphics of this mod, and it also doesn't add new modules

30 days ago
(updated 30 days ago)

I checked out that mod. Yes, based on the description Beacon Rebalance is complete rip-off from SE mechanics.

As for doing it by yourself, probably Beacon Rebalance would be a perfect base for starting experimenting with code but it really depends on your programming skills. You could take some other mod that adds new modules and look how they did it to create your own.

If you for example know what is Dictionary in Python or HashMap in Java it would be not very hard for you because adding new modules is simply creating couple new objects and extending base game objects storage with them. But if right now you're wondering what this nerd is talking about, then probably you need to start from something simpler.

There are guides on Youtube about basic Factorio modding, I started with them. I would suggest to watch them and create your first mod that simply add one single recipe turning iron ore into iron plate using inventory craft without furnace. But anyway, it depends.

Finally, despite guides telling you that you could do mods in ordinary notepad application, I would suggest to install an IDE - an advanced notepad if you allow to say so, it could make your development must easier. Try Jetbrains InteliJ Idea Community edition, it is free and powerful and supports LUA scripting and syntax highlight

30 days ago

Oh, it sounds both complicated and simple at the same time, I think I could make my own mod based on an existing module mod using se code and graphics, but what I really don't understand is how to add quality and f2 support.0) but I will try, thank you) if you are interested, I can share if I succeed

30 days ago

Considering that you understand the code, how long would it take you? Approximately

30 days ago

Don't try to dive into quality stuff from the very beginning. Try at least to create a mod that simply makes your own Speed Module MK4. Also you could take some of my simple mods like Simply Bees or Simply Greenhouse, there are plenty of utility functions inside, like creating a recipe in one line of code or simple explicit entity creation.

Anyway, I wish you good luck and hope you'd achieve your goal. But I must warn you, once you dive into modding, making mods would be much more interesting than playing the game itself XD

30 days ago

I'm not gonna do it, sorry. I got much stuff IRL now. I just took couple evenings to fix my mods into working state because there are some people who use them and I want them to be able to return to their save files without losing their builds

30 days ago

I asked this question to assess my strength) to understand how much time it can take)

30 days ago

I'm not sure my case could be a benchmark for you. I'm a Java developer with 13 years of coding experience in enterprise production so it would probably take several hours but...

I really suggest you to try to create a small mod with one recipe and one custom-made furnace following a tutorial on Youtube, that's how I started factorio modding myself. If it really yours - you would find yourself enjoying making mods even more than actually building your factory, it it's not, well, it's very personal so do not be harsh towards yourself

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