[MOD 0.12.x] AdvancedEquipment_0.5.7

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Rseding91
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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by Rseding91 »

I'm not sure if it's intended but the MK5 fusion reactor (the orange one) doesn't take the MK4 in it's recipe. All other fusion reactors take the previous one plus some new items.
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SuperSandro2000
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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by SuperSandro2000 »

Rseding91 wrote:I'm not sure if it's intended but the MK5 fusion reactor (the orange one) doesn't take the MK4 in it's recipe. All other fusion reactors take the previous one plus some new items.
That is intended.

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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by avatarwoe »

This amazing game really gets even better with mods like that. I am actually playing Factorio 0.10.4 with Dytech, F-mod, Treefarm AND this very one.
I dont know if the author want to take a look into my files, but i think i managed to better balance all the stuff from this AdvancedEquipment mod, like all items and recipes.
Let me know if you want, and thank you from this great idea to late game :)
EDIT:
Download

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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by Lone_Player »

Hello,

Look´s like the is a Bug with AdvancedEquipment v0.3.7 & Fatorio 0.11.1, if i try to run Fatorio i get;

Error while loading entity prototype "heal-effect-17" (explosion): No such node (width)

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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by Airat9000 »

Lone_Player wrote:Hello,

Look´s like the is a Bug with AdvancedEquipment v0.3.7 & Fatorio 0.11.1, if i try to run Fatorio i get;

Error while loading entity prototype "heal-effect-17" (explosion): No such node (width)
update to mods in 0.11.1
yet combined with the author, I'm also waiting for
Telelogistics
ForceShield
AdvancedEquipment
PowerLimiter & DMG

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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by Dellamonikus »

Can anyone (preferably the author, but I'll take any working version) please make this mod work in 0.11.1?

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darius456
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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by darius456 »

sorry guys and girls but recently my second child was born and i don't have time to keep my mods up to date.
May be in a month of two.
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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by Dellamonikus »

First of all: Congratulations!
2nd: So can seomeone else bring the mod up to date this time?
I mean, we started a multiplayer map with low ressources and highest alien size/amount/strength
and now we lack the equipment to kill those 30spawner camps :D

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darius456
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Re: [MOD 0.10.x] AdvancedEquipment v0.3.7

Post by darius456 »

new version will be upload in few days...
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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by darius456 »

New version in 1st post.
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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by Airat9000 »

darius456 wrote:New version in 1st post.
very good!
other mods update wait )

good work you mods avesome.

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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by Dellamonikus »

Works fine in newly created map, but throws error in multiplayer created maps.
control.lua:385 Map doesn't contain 1 Player. This function cant be used.

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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by damonkman »

Whenever I try to load a game or play any map that is not created by the default new game map creator the game crashes. I just generated a map in the level editor saved it without any edits and tried to play it. Instant crash. I just tried to load the map I saved earlier with this mod installed, nothing has changed from then and now and it crashes the game. With all the crashing I will expect it would do the same for multiplayer. The mod looks awesome but in this state it is unplayable. Oh yes and when I first tried to install It said it was named incorrectly it said AdvancedEquipment v0.3.9.zip should be named AdvancedEquipment_0.3.9.zip (Case Sensitive). If you need more information I can try to help, this mods looks awesome but gonna have to disable it for now.

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darius456
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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by darius456 »

You have to rename zip to AdvancedEquipment.zip! Show me pritn screen with error.... This mod is created for singleplayer of you want use it in multiplayer delete control.lua file from zip archive. Maybe next version will be multiplayer compatible.
MP is new for me and I have to learn how to use playerindex...
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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by Dellamonikus »

Well, if I delete control.lua it works also in MP.
Are there any disadvantages about doing that?

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darius456
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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by darius456 »

Dellamonikus wrote:Well, if I delete control.lua it works also in MP.
Are there any disadvantages about doing that?
Yes:
1. No healing effect
2. No time display
3. No health display


Only items are available, after deleting control.lua
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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by Dellamonikus »

Then good luck on making it all multiplayer compatible.
Thanks for the great mod :D
Only thing I dislike is the one point, where u cant make the next item with the help of the one, that is one tier below it :/

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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by damonkman »

ok yeah you should probably either change it then so that the file doesn't need to be renamed, or say on first post what to rename it to. Cause otherwise the following occurs

Image

Also even after changing name to AdvancedEquipment.zip it will still crash any time I load a game, even if it is only 2 seconds old.

I just deleted the control.lua from the zip and now my loads work.

1. No healing effect
2. No time display
3. No health display

Neither of those 3 things are why I installed the mod so for now I am happy.

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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by rorror »

personal laser defense mk6 = 8.5 damage and the mk7 = 6 damamge.
Thats what it says when i hover over it.

should those not be turned around? because the mk7 needs the mk6 to be made and then loses damage. or is this only a visual thing?

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Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Post by Crusender »

rorror wrote:personal laser defense mk6 = 8.5 damage and the mk7 = 6 damamge.
Thats what it says when i hover over it.

should those not be turned around? because the mk7 needs the mk6 to be made and then loses damage. or is this only a visual thing?
mk6 10 sec cooldown, mk7 5 sec cooldown, is is dmg is lower but shoot 2x time more that previous one

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