[mod 0.12.4]AdvancedEquipment v0.4.0

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jorgenRe
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[mod 0.12.4]AdvancedEquipment v0.4.0

Post by jorgenRe »

AdvancedEquipment v0.4.0:

Description:
Please see the original topic at:
https://forums.factorio.com/forum/vie ... =87&t=2185

Details:

Factorio Version: 0.12.0
Released: July 20th 2015
License: I do not own this mod, and thereby the original author may freely use this update to continue his/her own mod.
Tags: Advanced equipment

Download:
https://forums.factorio.com/forum/dow ... hp?id=5019
Last edited by jorgenRe on Wed Aug 26, 2015 12:41 pm, edited 2 times in total.
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
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thurak126
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Re: [0.12.0]AdvancedEquipment v0.4.0

Post by thurak126 »

Thanks! I was about to make this myself, just finished making from scratch Mk3-Mk8 batteries when I thought wait, has someone already done this?

EDIT: Need to check numbers for batteries, Mk2 gives 500KJ, then Mk3 gives 10KJ, Mk7 giving 30KJ.

factoriouzr
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Re: [0.12.0]AdvancedEquipment v0.4.0

Post by factoriouzr »

The energy production for the generators are all wrong in this mod. Likely due to version 0.12 increasing the power generation.

Could you please fix this? Not sure what else is wrong in the mod. Likely just the power.

Thanks!

thurak126
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Re: [0.12.0]AdvancedEquipment v0.4.0

Post by thurak126 »

AdvancedEquipment_0.4.0.zip
(1.28 MiB) Downloaded 2582 times
This should work better with new power values in 0.12.

LordSkaven
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Re: [0.12.0]AdvancedEquipment v0.4.0

Post by LordSkaven »

The horizontal batteries values are still wrong.

jorgenRe
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Re: [0.12.0]AdvancedEquipment v0.4.0

Post by jorgenRe »

LordSkaven wrote:The horizontal batteries values are still wrong.
I'm not the creator of this mod so you should post it in the original topic ;)!
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

LordSkaven
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by LordSkaven »

Ok will do I have fixed it in this zip and will upload it here and in the main topic.
Attachments
AdvancedEquipment_0.4.1.zip
Fixed horizontal battery values
(1.27 MiB) Downloaded 506 times

Kane
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Kane »

Not sure why this mod even died it's a lot of fun because it's really nice end game costly gear giving you something to do.

I would love it if we looked into adding the new robo ports into it.

Peter34
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Peter34 »

Kane wrote:Not sure why this mod even died it's a lot of fun because it's really nice end game costly gear giving you something to do.

I would love it if we looked into adding the new robo ports into it.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894

Kane
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Kane »

Peter34 wrote:
Kane wrote:Not sure why this mod even died it's a lot of fun because it's really nice end game costly gear giving you something to do.

I would love it if we looked into adding the new robo ports into it.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?

jorgenRe
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by jorgenRe »

Kane wrote:
Peter34 wrote:
Kane wrote:Not sure why this mod even died it's a lot of fun because it's really nice end game costly gear giving you something to do.

I would love it if we looked into adding the new robo ports into it.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?
HMMMMM im not sure so you may want to check it out yourselves ;)!
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

Kane
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Kane »

jorgenRe wrote:
Kane wrote:
Peter34 wrote:
Kane wrote:Not sure why this mod even died it's a lot of fun because it's really nice end game costly gear giving you something to do.

I would love it if we looked into adding the new robo ports into it.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?
HMMMMM im not sure so you may want to check it out yourselves ;)!
I did it seems to be more about balance and new tiers but not the insane 200k iron/copper etc that required for some the upgrades in this mod.. for example armor alone is this:
Image

r0bster
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by r0bster »

I think i realy need this mod. But unfortunately it's still buggy. I tried the version LordSkaven uploaded.
Would someone who is able to please take care of this mod? Please! ;)

kyborek
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by kyborek »

Hello jorgenRe

Could you please put the version 0.4.1 LordSkaven posted to the first post? The zip contains folder which needs to be renamed to 0.4.1 but luckily it fixes the horizontal batteries. I am not sure how does factorio look for mod updates but going from 0.4.0 to 0.4.1 is worth it.

jorgenRe
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by jorgenRe »

kyborek wrote:Hello jorgenRe

Could you please put the version 0.4.1 LordSkaven posted to the first post? The zip contains folder which needs to be renamed to 0.4.1 but luckily it fixes the horizontal batteries. I am not sure how does factorio look for mod updates but going from 0.4.0 to 0.4.1 is worth it.
yes of course it is worth it if its working better :D!
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

Fatmice
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Fatmice »

Here is my own update of this mod. I ported the control.lua to work with 0.12.26 (much thanks to Rseding91 for optimization inputs). You should see healing circle now if you get damaged. I also tweaked the equipment values. They should now be "worth" their value without being too OP. This should work in multiplayer.
AdvancedEquipment_0.4.1.zip
(1.27 MiB) Downloaded 314 times
Edit: I made one small lua change to decrease wrapper object creation.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

Murlocking
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Murlocking »

Fatmice wrote:Here is my own update of this mod. I ported the control.lua to work with 0.12.26 (much thanks to Rseding91 for optimization inputs). You should see healing circle now if you get damaged. I also tweaked the equipment values. They should now be "worth" their value without being too OP. This should work in multiplayer.
AdvancedEquipment_0.4.1.zip
Edit: I made one small lua change to decrease wrapper object creation.
Since you fixed this file, do you know how I can turn off the 'clock' (timer).

I really hate the font plus I use EVOGui which is better and give me more information in that domain.

Thank you.


EDIT: I actually did it :) Commented everything about 'timer' and made sure I don't comment a 'end' by mistake. And it loaded without the timer :o

Murlocking
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Murlocking »

An error popped after dying "Error while running the event handler: __AdvancedEquipement__/control.lua:75: attempt to index field 'character' (a nil value)

Here's there part about it in the config.lua
if player.character.health < 100 then
local health=player.character.health
local healthint=math.floor(health)
local healthdec=math.floor((health-healthint)*10)
local frame = global[player.name].lifeframe.life

health=healthint+(healthdec/10)
frame.style.font_color = {r = 1-(player.character.health/100), g = (player.character.health/100), b = 0}
frame.caption = "Life " .. health
--screanresolution=player.real2screenposition(player.position)
--player.gui.top.life.style.leftpadding = screanresolution.x/2
--player.gui.top.life.style.maximalwidth=(screanresolution.x/2)+85
if global.show_heal_animation and not global[player.name].healing then
global[player.name].healing = true
table.insert(global.healing,player)
end
elseif player.character.health == 100 and global[player.name].healing then
global[player.name].lifeframe.destroy()
global[player.name].lifeframe = nil
end
end

EDIT: Also... when running and healing the aura doesn't follow the player and trail behind a couple of pixel away.
This is in Multiplayer.

EDIT#2: Still in Multiplayer, another error popped when dying, calling the line 140 in control.lua with attempt to index field 'character' (a nil value)
Here's the part about in the control.lua
if global.healing ~= nil then
for k,player in pairs(global.healing) do
if player.connected and player.character.health < 100 then
player.surface.create_entity{name="heal-effect-"..global[player.name].heal_effect, position={player.position.x, player.position.y}}
global[player.name].heal_effect = (global[player.name].heal_effect < 20) and global[player.name].heal_effect + 1 or 1
else
global.healing[k] = nil
global[player.name].healing = false
end
end
Seems like 'nil' is the problem...

Fatmice
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Fatmice »

Murlocking wrote:
Since you fixed this file, do you know how I can turn off the 'clock' (timer).

I really hate the font plus I use EVOGui which is better and give me more information in that domain.

Thank you.


EDIT: I actually did it :) Commented everything about 'timer' and made sure I don't comment a 'end' by mistake. And it loaded without the timer :o
You don't need to comment anything just issue
/c remote.call("AdvEq","show_timer")
to disable
/c remote.call("AdvEq","show_timer",1)
to reenable
Murlocking wrote:
EDIT: Also... when running and healing the aura doesn't follow the player and trail behind a couple of pixel away.
This is in Multiplayer.

EDIT#2: Still in Multiplayer, another error popped when dying, calling the line 140 in control.lua with attempt to index field 'character' (a nil value)
Can't be helped, the trailing behind of the aura is part of how the base game hides latency.
Fixed nil crash when dying while healing in multiplayer.
AdvancedEquipment_0.4.2.zip
(1.27 MiB) Downloaded 202 times
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

Murlocking
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Post by Murlocking »

Thank you @Fatmice !

;)

EDIT: I see the call to remote.add_interface now that you made to enable or disable the GUI.
I'm not really a coder but that was kinda obvious, not sure how i missed that :)
That's pretty neat!

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