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Re: [0.16.x] [Z] Adventure

Posted: Mon Aug 20, 2018 5:04 am
by ZlovreD
TTBNC wrote:Ey Everything works now :D
Glad to read it. =)

Re: [0.16.x] [Z] Adventure

Posted: Mon Aug 20, 2018 8:38 am
by ZlovreD
Need some speed?
https://gfycat.com/PoliticalInbornBeauceron
race.png
race.png (562.76 KiB) Viewed 6618 times

Re: [0.16.x] [Z] Adventure

Posted: Tue Aug 28, 2018 8:09 pm
by WASSERAN
Just updated the mod and now i'm getting this. NOTE: I've destroyed a chest in the center of a maze, instead of taking all from it and recieved some error in the previous version of the mod. Maybe that caused this bug

Re: [0.16.x] [Z] Adventure

Posted: Tue Aug 28, 2018 8:51 pm
by ZlovreD
WASSERAN wrote:Just updated the mod and now i'm getting this. NOTE: I've destroyed a chest in the center of a maze, instead of taking all from it and recieved some error in the previous version of the mod. Maybe that caused this bug
Updated to 2.16.4. Now it's should just lead to disable area.

Re: [0.16.x] [Z] Adventure

Posted: Tue Aug 28, 2018 9:22 pm
by WASSERAN
ZlovreD wrote:
WASSERAN wrote:Just updated the mod and now i'm getting this. NOTE: I've destroyed a chest in the center of a maze, instead of taking all from it and recieved some error in the previous version of the mod. Maybe that caused this bug
Updated to 2.16.4. Now it's should just lead to disable area.
The message stopped appearing. Thanks for fixing it so quickly!

Re: [0.16.x] [Z] Adventure

Posted: Mon Sep 03, 2018 10:40 am
by ownlyme
i have no idea how a single one of them works...
the only things i got were some blueprints and a random "battery mk7" recipe discovery (from the bigger batteries mod, so its quite pointless if you don't have mk5 and mk6 yet)
the maze gave me nothing (maybe because biters attacked it)
the chest between the mines was empty (or maybe you shouldnt attack the signs and stop your personal laser defense from attacking it)
the "west lab" doesnt do anything, no matter what i do.
on the screenshots you had some item and a countdown, but mine doesnt have that.
i hate being such a noob to say that but the mod quite frustrates me..

Re: [0.16.x] [Z] Adventure

Posted: Mon Sep 03, 2018 9:34 pm
by ZlovreD
ownlyme wrote:i have no idea how a single one of them works...
the only things i got were some blueprints and a random "battery mk7" recipe discovery (from the bigger batteries mod, so its quite pointless if you don't have mk5 and mk6 yet)
This one give a chance to discover a new recipe w/o technology. Recipes randomly choising from all not yet unlocked from vanilla and from all installed mods.
So yes, there may be a situations when you can't bring proper ingredients to unlock choised recipe. In this cases you can use coins instead.
ownlyme wrote:the maze gave me nothing (maybe because biters attacked it)
Maze and almost all other areas is neutral against other forces by default, so aliens shouldn't attack it. And if it damaged somehow (by players or by aliens, who tried to pass througt it)- it gift you with coal.
ownlyme wrote:the chest between the mines was empty (or maybe you shouldnt attack the signs and stop your personal laser defense from attacking it)
It's happens, rarely. If it happens often or all the time - that means something goes wrong and i need you log file to figure out what is wrong.
ownlyme wrote:the "west lab" doesnt do anything, no matter what i do.
Labs must be yours by default and allow to use it to research new techs.
Did you try to rebuild it ?

Re: [0.16.x] [Z] Adventure

Posted: Mon Sep 03, 2018 9:47 pm
by ownlyme
->Labs must be yours by default and allow to use it to research new techs.
->Did you try to rebuild it ?
what do you mean by rebuild it? its undeconstructable

->Maze and almost all other areas is neutral against other forces by default, so aliens shouldn't attack it.
->And if it damaged somehow (by players or by aliens, who tried to pass througt it)- it gift you with coal.
biters always destroy at least a few walls of it when i'm near, probably because of their pathfinding
but it never gave me coal or anything. do you have to do something except to reach the middle?

i will try disabling all other mods..

edit: after disabling all mods and entering the maze i'm getting line 630: attempt to index field ? (on chunk generated)#
edit2: after fixing the bug and reaching the middle, still nothing happens...
this is what i changed the line to:

Code: Select all

if not f.technologies[t] or not f.technologies[t].valid or not f.technologies[t].researched then
and:
if f.technologies[t] and f.technologies[t].valid and not f.technologies[t].researched then

Re: [0.16.x] [Z] Adventure

Posted: Tue Sep 04, 2018 5:19 am
by ZlovreD
Could you, please, enter this commands into console:
/zadv_errors
/zadv_dump
And then upload "factorio-current.log" from game root folder (for retail version) or from C:\Users\$USERNAME$\AppData\Roaming\Factorio (for steam version)

Re: [0.16.x] [Z] Adventure

Posted: Thu Oct 11, 2018 7:41 pm
by toddchitt
I tried this mod. Then soon I discovered the layout that looked like your screen shot for "High-tech laboratory ready for all your needs. Just add some resources.."

Seeing as the input arrows on the left-had side were new to me, I had NO IDEA what to do with this thing. Do I pipe conveyors up to them? Does it matter if I pipe the wrong item in the wrong channel?

Your mod sounds intriguing and I would like to try it some more, but without an intuitive interface, or some guided direction, the player is going to get frustrated like I did and lose hope.

Specifically, how do I make this lab setup work, and what is better about if from 30 labs I might happen to have working already in my base? And what's to stop me from picking up all this stuff and bringing it home with me to re-purpose?

Are the four solar panels sufficient to power 30 labs with as many inserters, especially with no accumulators? Seems I have to wire this up to power first.

Re: [0.16.x] [Z] Adventure

Posted: Sat Feb 02, 2019 4:15 pm
by DarkxAxngel
Me and my friend have desync sadly problems. We have all Bobs Mods + Factorismo2 and More Achivements and your mod running.

The first hours were running fine and we saw already stuff from your mod, but after 7 hours play and restart my friend gets a desync becasue he is loading a secound map which is about 30 mb big. Is there a way to fix that?

We already disabled mods to determine that is Z Adventure causing this.

Re: [0.16.x] [Z] Adventure

Posted: Mon Mar 18, 2019 4:13 am
by ZombieMooose
0.17?

Re: [0.17.x] [Z] Adventure

Posted: Sun May 05, 2019 4:53 pm
by ZlovreD
2.17.0
News:
- 0.17 update.

Re: [0.17.x] [Z] Adventure

Posted: Thu Jun 13, 2019 2:13 pm
by BigWolfUK
With exchanges posts I don't see any chests in the area, am I experiencing a bug, or am I meant to do something specific?

Re: [0.17.x] [Z] Adventure

Posted: Sun Jun 16, 2019 4:07 pm
by BigWolfUK
Can ignore my previous, can see that it's timed

But do have 2 bugs to report with the race track, plus another question

1. Racing on red car beating 54 seconds will always set last time to best lap, even if you had a better lap prior.

2. When driving a normal car anywhere near the race track, it auto deletes it - sometimes puts it in to your inventory, often it doesn't, and it's just gone

As for my question, is it possible to change prizes for the race without starting a new save? So far it seems to be the only way for me to change them

Re: [0.17.x] [Z] Adventure

Posted: Tue Jul 02, 2019 1:54 am
by slippycheeze
Hey. I was trying out the mod, and it seems pretty interesting so far. The defaults generated way too many things for me, but I can turn the base down to one percent, which seems more reasonable.

The [Z] Adventure Ruins extension, though, has a minimum rate of five percent for the biggest of the spawns. Again, way too frequent for my tastes, but also the minimum it supported. It'd be nice to let that go down to one percent too.

I'm much more looking for a tiny bit of spice added, rather than a huge revamp making the game all about the ruins and not much else.

Oh, and a final request: I'd prefer that the loaders didn't show up in ruins either. I can ignore them myself, of course, but I wondered if you might consider an option to remove them or something?

Re: [0.17.x] [Z] Adventure

Posted: Tue Aug 06, 2019 8:02 pm
by Darloth
In case the mod portal still isn't notifying you (though I think it should now) myself and others have been getting this showing up every second or so:

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ZAdventure/areas.lua:2034: attempt to call global 'switchGUI' (a nil value)

Re: [0.17.x] [Z] Adventure

Posted: Thu Oct 10, 2019 9:56 am
by KroshkaRoo
Hello! Need to update mod for actual version Factorio

Re: [0.17.x] [Z] Adventure

Posted: Fri Oct 11, 2019 9:34 am
by KroshkaRoo
It has error

Code: Select all

Error while running event ZAdventure::on_chunk_generated (ID 12)
__ZAdventure__/control.lua:631: attempt to index field '?' (a nil value)
stack traceback:
	__ZAdventure__/control.lua:631: in function 'GetRandomArea'
	__ZAdventure__/control.lua:1028: in function <__ZAdventure__/control.lua:1000>

Re: [0.17.x] [Z] Adventure

Posted: Sun Nov 10, 2019 7:27 pm
by billbo99
The mod has gone AWOL .. last activity accoring to the profile is .. Mon Jun 17, 2019 6:57 pm