RedRafe / solar-productivity

MIT License
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EN locale update, RU locale, some tweaks #5

Closed malomaster closed 1 year ago

malomaster commented 1 year ago

Hi! I made some tweaks and updates for your mod:

  1. Added support for "FactorioExtended-Plus-CompoundSolars", "Lindors-Advanced-Solar", "Lindors-GOR-Advanced-Solar", "Advanced-Electric-Revamped-GOR-v16" mods (the last two mods are edited versions of the original mods);
  2. Technology effect description now can be localized (done for RU and EN);
  3. Updated modlist in info.json;
  4. Mod name and mod description now can be localized (done for RU and EN);
  5. Added RU locale, edited EN locale.

If you wanted, you can include them into next patch. Here is the link: solar-productivity_0.3.0.zip (only new and edited files; I'm not used to how "Pull requests" works, so for now for me easier way to add update/patch for someone's mod is just upload zip with modded files).

RedRafe commented 1 year ago

Thanks, I'll review the changes as soon as possible.

Since you're doing a lot of modding yourself, I'll try give you some hints about Pull Request. I get they might be scary at the beginning, but once you'll learn the first, everything will feel a lot easier.

My short explanation is:

  1. Fork the repo you want to contribute to
  2. Clone your forked repo to your computer
  3. Edit files & commit the changes
  4. Push the changes to your forked repo (origin)
  5. (Usually from GitHub web interface) Compare & Pull Request

And then everything will be taken care of from GitHub Here's a quick more detailed guide I find easy enough to understand: https://github.com/firstcontributions/first-contributions

I hope it can be useful! 😉

malomaster commented 1 year ago

Thanks, I'll try later, when I'll have more time to study, how GitHub works.

RedRafe commented 1 year ago

I couldn't find two mods on the mod portal:

  1. https://mods.factorio.com/mod/Advanced-Electric-Revamped-GOR-v16
  2. https://mods.factorio.com/mod/Lindors-GOR-Advanced-Solar

The GOR ones, any hint?

malomaster commented 1 year ago

It's original mods (without "GOR") I tweaked for myself. I added them for compatibility with my modpack. If you wanted, you can remove them or just ignore — this will not affect the mod's performance in any way. If you wanted, here they are: Mods.zip.

My changes: Advanced-Electric-Revamped-GOR-v16 — changed solar panels and accumulators cost formula: in original formula [(this_tier_multipler / previous_tier_multiplier) + (2 tier - 1)] vanilla accums or solar panels advanced/elite/ultimate accums/panels now have +10%/20%/35% cost in normal mode and +25%/50%/100% in expensive mode (rounded up) instead of (2 tier - 1). I think it's more fair when using this mod with low multiplier values (5 or less). Lindors-GOR-Advanced-Solar changes:

Unfortunately, this method I used in those 2 mods have one drawback: as it turned out, some mods, in particular, "Flat-Solar" are used to calculate the values of the data.raw.recipe.[name].ingredients table and doesn't check if recipe has separated data.raw.recipe.[name].normal.ingredients and data.raw.recipe.[name].expensive.ingredients. And because not all modmakers use GitHub (and "Flat-Solar" creator is one of them), I can't contact him about this issue. And when I wrote this, I thought about making a setting to solve those compatibility issues. When it checked on (default), accums/panels will use the general table [name].ingredients instead of separated normal.ingredients and expensive.ingredients.

RedRafe commented 1 year ago

OK, just checking. Released the updated version. I recommend updating it as I also fixed some regex issue