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darkshadow1809
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.10

Post by darkshadow1809 »

^^

Should be fixed... v0.1.10 just got uploaded we went through some bugs:)


Thanks for pumping out these updates recently man:) appreciate it!
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L0771
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.10

Post by L0771 »

Update, but if you don't use MP, don't need this.
v0.1.10
Azulius wrote:i am not getting bow xp.
which version are you using?
Azulius wrote:this error happened when: blood was traveling to only blood tank, then i placed another blood tank closer , so blood changed direction to new one. 1 puddle got into tank as 0.6 and second one caused crash
ok, i'll update this in the next version.

thanks for report
darkshadow1809 wrote:Should be fixed... v0.1.10 just got uploaded we went through some bugs:)
Maybe, i don't know, i don't tested it :p

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.10

Post by flexoleonhart »

archive have .RAR can you reupload with zip. Just for simple using it

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.10

Post by L0771 »

flexoleonhart wrote:archive have .RAR can you reupload with zip. Just for simple using it
it's done, thanks you

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.10

Post by flexoleonhart »

I think about problem with mines: when lvl up mine can get a module in itself (like a speed module or productivity). If possible make them not visible. Only this modules can change characteristic of entities in game (if i right of course).
Bows: if we can change wepon itself, may be change arrows?

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by L0771 »

Azulius wrote:i am not getting bow xp.

this error happened when: blood was traveling to only blood tank, then i placed another blood tank closer , so blood changed direction to new one. 1 puddle got into tank as 0.6 and second one caused crash
ok, you're using v 0.1.8 (i've opened every version xD)
flexoleonhart wrote:I think about problem with mines: when lvl up mine can get a module in itself (like a speed module or productivity). If possible make them not visible. Only this modules can change characteristic of entities in game (if i right of course).
Bows: if we can change wepon itself, may be change arrows?
i'm thinking in other type of modules, via gui, but with common modules, i can't read how modules have every mine, i don't like this :/
I've updating the arrow, now, have 300 different of arrows (maybe can see it in a smart inserter XD, and see how many items i have)

Update
v0.1.11

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by Dragonchampion »

Can I ask why you penalize the player first starting out? I find it odd that the axe is /so slow/, and upgrades hardly give any bonus at all. The axe is so slow you might as well get an iron one or something.

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by Azulius »

sorry.
yes i was using 0.1.8

now when i downloaded new 0.1.11 version and when i load the game i get this error

the question is which log is this? i got loads of them and none of them look like error or crash log
Attachments
factorio load bug.png
factorio load bug.png (351.42 KiB) Viewed 6275 times

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by darkshadow1809 »

Dragonchampion wrote:Can I ask why you penalize the player first starting out? I find it odd that the axe is /so slow/, and upgrades hardly give any bonus at all. The axe is so slow you might as well get an iron one or something.
Actually have to agree on this one:P
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by darkshadow1809 »

Azulius wrote:sorry.
yes i was using 0.1.8

now when i downloaded new 0.1.11 version and when i load the game i get this error

the question is which log is this? i got loads of them and none of them look like error or crash log
Sorry what? lol..

Never had that one before. Go ahead and do this.

^ Make sure you are on factorio version 0.11.15
Then go your %appdata% factorio > mods > delete everything thats in their then reput these following mods
Treefarm AC&Lite
Cursed EXP 0.1.11

Then simply start up factorio and everything should work as intended:) If not

Please reinstall your factorio completely.
Because this is a problem with factorio itself not the mods.
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by Azulius »

darkshadow1809 wrote:
Never had that one before. Go ahead and do this.

^ Make sure you are on factorio version 0.11.15
Then go your %appdata% factorio > mods > delete everything thats in their then reput these following mods
Treefarm AC&Lite
Cursed EXP 0.1.11

Then simply start up factorio and everything should work as intended:) If not

Please reinstall your factorio completely.
Because this is a problem with factorio itself not the mods.

i did as you said.
cleared mod folder, run the game, exit it put mods back, run the game. still crashing after load.

then uninstalled the game, installed again 0.11.15, run without mods, exit the game, put mods 0.1.11 in folder, run again, and crash after load,
when run new game it works fine, then try to load game and crash again.

i guess i have to drop that save game... :/

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by L0771 »

Dragonchampion wrote:Can I ask why you penalize the player first starting out? I find it odd that the axe is /so slow/, and upgrades hardly give any bonus at all. The axe is so slow you might as well get an iron one or something.
it's because, you have the chance to mine fast or gain experience, in last-game is better gain experience, but in start, you need chose.
i prefer those 2 options more than 1 tool better than all.
darkshadow1809 wrote:Actually have to agree on this one:P
If i give a tool better than all, my mod isn't compatible with all mods.
Azulius wrote:yes i was using 0.1.8
now when i downloaded new 0.1.11 version and when i load the game i get this error
the question is which log is this? i got loads of them and none of them look like error or crash log
I don't know, i never seen that problem, sound like a factorio's problem.

can you send me your save for PM? ;)
Azulius wrote:i guess i have to drop that save game... :/
i don't like that.

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by n9103 »

L0771 wrote:
Dragonchampion wrote:...
it's because, you have the chance to mine fast or gain experience, in last-game is better gain experience, but in start, you need chose.
i prefer those 2 options more than 1 tool better than all.
darkshadow1809 wrote:...
If i give a tool better than all, my mod isn't compatible with all mods.
This would be true, except that it takes a very long time to even break even with iron picks, unless you're dumping way more talents than you should be into the mining exp talent and tool talent.
The end effect is usually either a *very* slow/long beginning phase, or not bothering with the cursed pick until after the point where you shouldn't be manual mining anyway.
I don't think anyone here wants the cursed pick to start out stronger than the iron pick, but I definitely don't like that it's comparable to mining by hand until you've got a dozen levels in its skills. For the first hour or two of a new game, I *always* cheat my mining speed modifier to be much higher because cursed picks are just so weak to start and so slow to get stronger than iron picks. (Well, that or giving myself a few dozen free T1&T2 tokens to put into the skills.)

But then, I'm one of those players that prefers to build fast, not overly efficient or tidy. So my opinion here isn't the most common among Factorians.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by L0771 »

n9103 wrote:I don't think anyone here wants the cursed pick to start out stronger than the iron pick, but I definitely don't like that it's comparable to mining by hand until you've got a dozen levels in its skills.
Ok, pickaxe must have a little change for the next version.
The first axe should have a bit slow than a iron pickaxe and will be better every 100 levels, finishing very faster.
like my beautiful graphic on paint:
Image
Red: now
Green: new

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by n9103 »

... has something major changed in the last few versions, or am I just missing something?
Hundreds of levels in mining? How do you get to that level and not be long past it being useful? :?
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.11

Post by L0771 »

n9103 wrote:... has something major changed in the last few versions, or am I just missing something?
Hundreds of levels in mining? How do you get to that level and not be long past it being useful? :?
the graphic is level of tool.
mining stat only give chance to get more items mining.

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

Update:
v0.1.12
And working in version 0.2 ^^
Image

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by DRBLN »

Please, advise: I have blood in the tanker.
How do I transport it?

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

DRBLN wrote:Please, advise: I have blood in the tanker.
How do I transport it?
is a normal fluid, with pipes by default.
If you have a mod for fluids, is fully compatible

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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by flexoleonhart »

trying load with new version Image + same when lvlup bow...

I know hard to check the compatibility with every mod (from ShadowsMegaModpack V2-2-3)... But please...

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