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L0771
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

this happens with 0.1.12?
this line is only
if game.players[k].character then --(= v.character)

I think this can't give this error, maybe is a old version?

EDIT: maybe is a bug, what version do you have before?
I'll download the new modpack and test it ^^

EDIT2: Please download modpack again or only update cursed for version 0.1.12 (if you have a poor internet speed like me XD)

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

Post by flexoleonhart »

sorry. i think that my mistake. I copy my saves to work pc and dont change Nickname in game... + i redownload as you say modpack.

but i cant build mines...
screens
and how i can build walls? Image

and forget: how i can use Cursed donation? It have oqther name. And icant use it nowhere
Last edited by flexoleonhart on Wed Feb 25, 2015 7:38 am, edited 1 time in total.

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

Post by L0771 »

I think "builds" button should say "entities" :/

When you buy a mine, it should be in your inventory, maybe if you have the inventory full should give a error.
Write in console:
/c game.player.insert({name="cursed-drill-1",count=1})

My error, maybe for 0.2 i'll show a error if you don't have a slot for the drill

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

Post by flexoleonhart »

i found: when BELT full mine not added to me.... i think same with turrets

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

Post by L0771 »

flexoleonhart wrote:and how i can build walls?
you can't :twisted:
Is a change for 0.2, all the wall is done, really i've rewrited all the wall format (are pipes, without exterior connection) now i have problems with doors, maybe is for a next version.
for 0.2
flexoleonhart wrote:i found: when BELT full mine not added to me.... i think same with turrets
yep, i haven't a condition for this, i'll change for 0.2 (a lot of conditions and messages)

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

Post by flexoleonhart »

L0771 wrote:yep, i haven't a condition for this, i'll change for 0.2 (a lot of conditions and messages)
i have idia: may be all things bought in your mod add to BANK? if it possible.

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

Post by L0771 »

flexoleonhart wrote:
L0771 wrote:yep, i haven't a condition for this, i'll change for 0.2 (a lot of conditions and messages)
i have idia: may be all things bought in your mod aded to BANK? if it possible.
Is possible, but i thought it if you don't have space for it, is more of nothing.
This needs only one condition, if can add the item, add or give a error and don't spend this talent.

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

Post by flexoleonhart »

how i can use Cursed donation? It have other name then blood. And i cant use it nowhere

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

Post by L0771 »

You can donate 1 time every 12hours (every donation is 2.5litres of blood)
Can stack 4 times.
Every donation take 50 hp.
donation

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

Post by flexoleonhart »

You need faq at 1st page with this screnshots :-) and more RED BIG WORDS

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

Post by n9103 »

If you were asking what you can use the cursed donation for (as I imagine, since it's non-obvious), you hold it and click on a cursed tank to deposit the donations.
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 - v0.1.12

Post by L0771 »

flexoleonhart wrote:You need faq at 1st page with this screnshots :-) and more RED BIG WORDS
ok, i'll do it
n9103 wrote:If you were asking what you can use the cursed donation for (as I imagine, since it's non-obvious), you hold it and click on a cursed tank to deposit the donations.
yep, but i'll add this pics to main post for help :)

And you can produce bonus of donation with exploration stat, like all, if you have a lot, can produce x2, x3, x10 without limit

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

Post by Nagshell »

So... what are those walls? Because i see a lot of code for them and they are not available in-game.
Will they appear later? (*_* )

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

Post by L0771 »

Nagshell wrote:So... what are those walls? Because i see a lot of code for them and they are not available in-game.
Will they appear later? (*_* )
i'm working on the wall (with a break for 4 days xD)
maybe for the next week (or before), the version 0.2 is finished.

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

Post by Nagshell »

Great to hear that.

Btw, it's really hard to get talents after some quick first ones, also i never got talents 3-6. How to you recommend getting them?
I had only 1 idea of making like HUGE cursed tree farm, but I made 5 farms and it still was so sloooow to even get talent 1, and I'd like to get some 3-6, but never had a chance except like 2 mines i've got from banking all talents i got from lvling.
Any suggestions on getting more of them?
EDIT: Also, crafting bonus of getting more items is nice, but it's pretty damm annoying. Maybe that stat could improve crafting speed, not chanced "bonus"?

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

Post by L0771 »

Nagshell wrote:Great to hear that.

Btw, it's really hard to get talents after some quick first ones, also i never got talents 3-6. How to you recommend getting them?
I had only 1 idea of making like HUGE cursed tree farm, but I made 5 farms and it still was so sloooow to even get talent 1, and I'd like to get some 3-6, but never had a chance except like 2 mines i've got from banking all talents i got from lvling.
Any suggestions on getting more of them?
EDIT: Also, crafting bonus of getting more items is nice, but it's pretty damm annoying. Maybe that stat could improve crafting speed, not chanced "bonus"?
Each level up of every stat gives a talent tier 1, lvl up of general stat (is like lvl of character) give talent tier 2.
you can change this talents with talents exchanger.
And can farm talents with a hearts farm (make a field of treefarm and give cursed seeds)

I haven't access to crafting speed, is possible, but i need to make a lot of recipes (like 300 recipes of every recipe), the only way is bonus of items, and is soo op, with level 250 you have 1 item free every crafted item - with level 275 you have 1 item bonus and 10% to get other item bonus. I know, this maybe is useless with some items, but for this items, you can use the "wall trash", and give them all junk items, i think is the best way.
But all talents are OP, and talent part x bonus, give 1/20 more of talents from hearts (5% more).

Thanks for feedback.

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

Post by Rasnath »

Hiya, so I am getting this error while using ShadowsMegaPack. Please help.

Error while running the event handler: __Cursed-Exp__/control.lua:178: Item stack count has to a be positive number

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

Post by Nagshell »

There is a command in console that makes you craft faster:
game.player.force.manualcraftingspeedmodifier=1000
Maybe you can use that?


How walls will work?

Keep up good work, man, you're awesome.

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

Post by L0771 »

Rasnath wrote:Error while running the event handler: __Cursed-Exp__/control.lua:178: Item stack count has to a be positive number
With a pretty text it said: Use a nick in Options > Others > Multiplayer Username, now crash :c
Please, select a nickname.
Nagshell wrote:There is a command in console that makes you craft faster:
game.player.force.manualcraftingspeedmodifier=1000
Maybe you can use that?
This is for the force, isn't compatible with multiplayer, and with "classes", maybe a "crafter" habe more bonus than all others.
Nagshell wrote:How walls will work?
Yep, wall works 100%, the gate (added after finish the wall, my bad, now i'll rewrite a lot of code) work 20% (can "set" a gate, but i haven't a entity without collision and with fluids)
Nagshell wrote:Keep up good work, man, you're awesome.
Thanks you ;)

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

Post by n9103 »

L0771 wrote:
Nagshell wrote:How walls will work?
Yep, wall works 100%, the gate (added after finish the wall, my bad, now i'll rewrite a lot of code) work 20% (can "set" a gate, but i haven't a entity without collision and with fluids)
They were asking how you set up the walls and how to use them.
Good to know the wall code is at 100% now.
Have you considered making an entity that acts like an underground pipe, and having the gate span the area between the end points?
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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