Search found 8 matches
- Fri Dec 12, 2014 3:46 am
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 204759
Re: [MOD 0.11.5] Cursed Exp - v0.0.11
Stop forgetting to add lines of code in "onplayermineditem" and "onentitydied" every time you create new building, which handled every N ticks. Removing/destroying Cursed Bank/vault leads to error. Also, removing every gun and all ammo in your gun "toolbar" is kinda not...
- Wed Dec 10, 2014 4:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.5] CTD (and desync loop) with mods
- Replies: 4
- Views: 2518
Re: [0.11.5] CTD (and desync loop) with mods
https://www.dropbox.com/s/m68426phkdqu2ia/mods.zip?dl=0 Modfolder zipfile Loading save and looking at that washer inventory cause crash. 48465.157599 Info Logger.cpp:147: 2014:12:10 07:15:39; Factorio 0.11.5 (Build 12720, linux64) 48465.290358 Info ModManager.cpp:216: Loading mod core 0.0.0 (data.lu...
- Mon Dec 08, 2014 3:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.5] CTD (and desync loop) with mods
- Replies: 4
- Views: 2518
[0.11.5] CTD (and desync loop) with mods
Recently caught a bug: Looking at machines inventory using a receipe from a mod with 2 and more item output slots (washing dirt, for example from Yuoki) after save-load leads to segfault. And no intended output from second/third slots. And while playing in multiplayer using these receipes cause desy...
- Tue Nov 25, 2014 4:10 am
- Forum: Mods
- Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
- Replies: 25
- Views: 32250
Re: [MOD 0.11.3] Cursed Exp - v0.0.7
The mod WORKS with bobmods-all, dytech-all, F-mod, momods, landfill, replicators, scrapmod, treefarm and Yuoki (the "modpack" i'm currently using.). Some kind of bug/exploit: You can farm exp on drill while its output is blocked. Also, how about something like +1 talent poind tier 2 for ea...
- Mon Nov 24, 2014 1:36 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
- Replies: 25
- Views: 32250
Re: [MOD 0.11.3] Cursed Exp - v0.0.6
The non-multiplayer seems stable so far. About multi, you've said it yourself. Yet, you can break your tool or, if its intentional, you don't have "bought" tool/armour at the begining of each game. Also, what do you think of self-repair items? Tier 5 talent. +(1-100)% to all items in inven...
- Sun Nov 23, 2014 1:39 am
- Forum: Mods
- Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
- Replies: 25
- Views: 32250
Re: [MOD 0.11.3] Cursed Exp - v0.0.5
If you need someone to test multiplayer with i'd be glad to help. Argentina is kinda far though Destroying blood tank leads to http://puu.sh/d1GY5/ea6cbfb1e4.jpg fix 2 posts above. add elseif event.entity.name == "cursed-blood-tank-1" then local tanks = glob.cursed.tanks for i=1, #tanks do...
- Sat Nov 22, 2014 12:36 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
- Replies: 25
- Views: 32250
Re: [MOD 0.11.3] Cursed Exp - v0.0.5
No problem. Glad to help. First: http://puu.sh/d0Q3u/c1bdf7f7a5.jpg Adding 'do' fixes that. players .print("text") would just print "text" Multiplayer is still not working. Yet before desync i can see Cursed gui. Something else might be cause of it. Might be just FactorioMultipla...
- Sat Nov 22, 2014 3:43 am
- Forum: Mods
- Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
- Replies: 25
- Views: 32250
Re: [MOD 0.11.3] Cursed Exp - v0.0.4
This code if math.random(100) < stats.mining.level - (cant * 100) then player.insert{name=event.entity.name,count=1} end tries to http://puu.sh/d0ttV/81195cba30.jpg Local names below makes "attempts to index local cursed a nil value" error. local turrets = cursed[player.name].turrets, lin...