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[MOD 0.15.x] Shield Pulse
Posted: Thu Jun 09, 2016 11:07 pm
by Ranakastrasz
Shield Pulse
Description:
- This is a simple mod that displays a shield animation when you take damage and as your shield charges.
Video
Details:
- Factorio Version: 0.15
- Released: July 28th 2015
- License: MIT License
- Tags: Shield,Animation,Graphics
Download
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Re: [MOD 0.12.x] Shield Pulse
Posted: Fri Jun 10, 2016 12:38 am
by sporefreak
Pictures really are important. a lot of people won't touch mods without pictures. (Myself included)
Some mods don't need pictures, (Like something that just speeds up vanilla buildings.
Basically, anything with any visual change should have pictures
Re: [MOD 0.12.x] Shield Pulse
Posted: Fri Jun 10, 2016 12:44 pm
by Ranakastrasz
Added a video demo. It isn't that good, but it should help at least.
Re: [MOD 0.12.x] Shield Pulse
Posted: Sat Jun 25, 2016 9:24 pm
by LuziferSenpai
Pls fix a Bug:
In the info.json is the Version 0.1.0 and not 0.0.1 ^^
Greetz,
Senpai
Re: [MOD 0.12.x] Shield Pulse
Posted: Sat Jun 25, 2016 9:36 pm
by Ranakastrasz
It was already fixed.
Re: [MOD 0.15.x] Shield Pulse
Posted: Thu May 04, 2017 4:52 pm
by Ranakastrasz
V15.1.0
Updated for V15.
Unfortunately, my clever plan of using the new sticker mechanic failed because stickers don't support players or latency hiding yet.
Re: [MOD 0.15.x] Shield Pulse
Posted: Wed May 10, 2017 10:25 pm
by Darloth
I got a crash bug with this but sadly I could not reproduce it.
I have a lot of mods installed.
Here's the things I was doing at the time. Doing the same things after loading an autosave didn't seem to cause the problem to reoccur, sadly.
- While having no armour at all, building a light armour.
- Standing on a belt full of iron plates holding down F (which is also bound as the shortcut for autofill for me) to scoop things up.
- Passing under an inserter taking the plates off the belt and into a chest.
Under these conditions I got an error from shield pulse saying that grid was null, just about the time the new armour finished building. Not entirely sure what was happening but somehow it seems to have tried to query for a shield in an armour that can't have one, and crashed.
Re: [MOD 0.15.x] Shield Pulse
Posted: Wed May 10, 2017 11:23 pm
by Ranakastrasz
Ugh. Still?
Why did they have to change the API again?.....
Will look into it.
Re: [MOD 0.15.x] Shield Pulse
Posted: Wed May 10, 2017 11:27 pm
by Ranakastrasz
Could you send me the save? Assuming you are using Version 15.1.0, i don't see how that could have happened.
Re: [MOD 0.15.x] Shield Pulse
Posted: Wed May 10, 2017 11:41 pm
by Darloth
well with the latest version of the mod in the latest version of Factorio I get the grid error reliably on every load of the save I'm about to link you.
I think it's because you're checking grid.valid but haven't checked if grid itself is a null reference, on line 107 of control.lua.
Re: [MOD 0.15.x] Shield Pulse
Posted: Wed May 10, 2017 11:54 pm
by Darloth
Indeed, changing line 107 to:
Code: Select all
if (grid ~= nil) and (grid.valid) then -- Check for grid existence.
has fixed the problem for me.
Now if dropbox would kindly hurry up with uploading the save, I'd gladly send it over...
Re: [MOD 0.15.x] Shield Pulse
Posted: Thu May 11, 2017 1:26 am
by Ranakastrasz
Seriously?
Weird. I don't get the issue on my end, but maybe it has to do with other factors.
I mean, I run the game, add light-armor. and nothing goes wrong. Not really sure what is going on there. The validation I use gets rid of the crash for me, but apperently other factors exist.
Thing is, they reciently changed the API involved, so I had to rewrite the validation, so I am not hugely surprised.
Re: [MOD 0.15.x] Shield Pulse
Posted: Thu May 11, 2017 12:50 pm
by Darloth
Well here's the link to the save, see if it works for you?
https://www.dropbox.com/s/q045h4eyhs2pb ... s.zip?dl=0
Re: [MOD 0.15.x] Shield Pulse
Posted: Thu May 11, 2017 12:54 pm
by Ranakastrasz
Getting an error trying to download.
Re: [MOD 0.15.x] Shield Pulse
Posted: Thu May 18, 2017 12:22 pm
by Ranakastrasz
V15.1.1
Fixed that null-grid error, probably.
thing is, I can't reproduce it, so I have no idea what causes it. as such, It might not be a functional fix.