[MOD 0.12] Hazzard's Gravestone Mod

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Factorio2016
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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Factorio2016 »

MOD - larger inventories? Which increases the capacity of the character?
YES, with this mod all compatible.
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Murlocking
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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Murlocking »

Factorio2016 wrote:MOD - larger inventories? Which increases the capacity of the character?
YES, with this mod all compatible.
Funny you say yes because it's actually NOT.

It will work but if you die with a full inventory and you're also using Extra Toolbelts mod you will lose a lot of stuffs, happened twice to someone on my server.

The Gravestone chest as a limited inventory from what I can tell.

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by SirRichie »

concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Ratzap »

SirRichie wrote:concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some

Aha, this explains why a bunch of my stuff went missing earlier tonight.

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Murlocking »

Ratzap wrote:
SirRichie wrote:concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some

Aha, this explains why a bunch of my stuff went missing earlier tonight.
Someone sent me a private message

" gravestone-mod_2.0.0.zip -> prototypes -> entity.lua

Line 23
inventory_size = 89

Try to change to fit you! :) "

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by studmuffin »

Simply beautiful. My friend keeps dying and calling me to restart the server. Gets complicated trying to make sure we have the right save. Don't have to worry anymore!

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by tetryon »

Can the gravestone be made to include things in your hand when you die? and stuff that you're crafting?

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Vas »

Doesn't seem to work for me.

_ _ gravestone-mod__/control.lua:7: attempt to index global 'game' (a nil value)
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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Sacredd »

I hope Hazzard don'd mind.
I have modiefied the mod and increased size of the chest to 200.
Attachments
gravestone-mod_1.0.31.zip
(25.71 KiB) Downloaded 179 times

clairaoswald
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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by clairaoswald »

Any chance of a 0.13 version of this?

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by jakimfett »

clairaoswald wrote:Any chance of a 0.13 version of this?
It looks like Hazzard hasn't been online in 8+ months.

However, the mod is licensed under GPLv2, so I've put it on github and updated it for Factorio v0.13.x.

Fair warning, this is a pre-release, make backups of your world if you value it at all, and please report all bugs you encounter on github.

Seriously, make backups.
I'll put it up on the mod portal once I do a bit more testing.
Latest version is up on the mod portal.

Hazzard, if you come back, I'll happily transfer everything over to you, I just wanted to continue the work on this super useful mod.
Pyromaniac technomancer blacksmith with Steampunk tendencies.

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by clairaoswald »

Thanks

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by jakimfett »

I updated the mod for v0.14 and updated it in the mod portal.
https://mods.factorio.com/mods/jakimfett/gravestones

EDIT: Correctness.
Last edited by jakimfett on Wed Feb 22, 2017 2:55 am, edited 1 time in total.
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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by SquarelyCircle »

jakimfett wrote:Also, whoever "ToadRoach" is, they should take their blatant ripoff off the mod portal and/or provide proper credit.
Although ToadRoach is using the same idea, if you look at the code for the mods, it's clearly an original creation. He does credit the graphic to Hazzard, but the code looks like he made it himself. Compare the control.lua, for example. While Hazzard's gravestone defines the inventory starting with "for i, id in ipairs", ToadRoach defines the inventory with " for _, inventory_type in ipairs". Similarly, ALL of the code has differences like this, with different techniques employed in the various files. If Toadroach was truly copying the code, he went way, way out of his way to hide the fact, which is absurd to believe. He also fixed the limited inventory issue, added massively annoying mining time, and added a "memorial" that remains even after you mined the tombstone.

It may be the same idea, but it's definitely a different mod.

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Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by jakimfett »

SquarelyCircle wrote: ...snip insightful analysis...
It may be the same idea, but it's definitely a different mod.
...I stand corrected! My apologies for assuming without researching. I'll amend my previous post.
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