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Foxy_Boxes
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Re: [MOD 0.11.20] Cursed Exp - v0.2.4

Post by Foxy_Boxes »

My turret won't evolve past second level?

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L0771
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Re: [MOD 0.11.20] Cursed Exp - v0.2.4

Post by L0771 »

Foxy_Boxes wrote:My turret won't evolve past second level?
You need buy "Update turrets", this talent gives 2% of exp bonus and 1 lvls more every update :)

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Re: [MOD 0.11.20] Cursed Exp - v0.2.5

Post by L0771 »

Update
v0.2.5
I think have bigs changes :)

And updated the mod's post

EDIT: A little bug clicking Oxygen button, but isn't a problem
+

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by L0771 »

Time to talent's farming (I think is easier now with fishers)
If someone have a idea, please tell me :D
Mini farm

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by Pandemoneus »

Hey, I am playing Shadows Hardcore Megapack and I got a few questions about your mod.

1.) How do you get the bow?
2.) How do you craft talents from the 10 talent parts?

Thanks for the reply in advance.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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darkshadow1809
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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by darkshadow1809 »

Pandemoneus wrote:Hey, I am playing Shadows Hardcore Megapack and I got a few questions about your mod.

1.) How do you get the bow?
2.) How do you craft talents from the 10 talent parts?

Thanks for the reply in advance.
Currently the bow part is a bug on my end. Since hardcorio.. Overrides quite a couple of things.

2. Well thats not a bug on my part :P There is definitely a way. I haven't fiddled to much with cursed since i havent done a playthrough in a looooooooooooooong time. :p Guess someone else will have to answer this one.

also hardcore modpack is definitely NOT done. as i did play a little bit. Its way too hard at the moment and can only be played on easy or below :P Since it requires a very good while to get started.
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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by Pandemoneus »

darkshadow1809 wrote:
Pandemoneus wrote:Hey, I am playing Shadows Hardcore Megapack and I got a few questions about your mod.

1.) How do you get the bow?
2.) How do you craft talents from the 10 talent parts?

Thanks for the reply in advance.
Currently the bow part is a bug on my end. Since hardcorio.. Overrides quite a couple of things.

2. Well thats not a bug on my part :P There is definitely a way. I haven't fiddled to much with cursed since i havent done a playthrough in a looooooooooooooong time. :p Guess someone else will have to answer this one.

also hardcore modpack is definitely NOT done. as i did play a little bit. Its way too hard at the moment and can only be played on easy or below :P Since it requires a very good while to get started.
Yeah, I do play on easy, because I am having trouble fending the monsters off. Made the 7.62 turrets, which help me for now, but the waves are getting stronger. I hope laser turrets will further improve my defenses.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by darkshadow1809 »

Pandemoneus wrote:
darkshadow1809 wrote:
Pandemoneus wrote:Hey, I am playing Shadows Hardcore Megapack and I got a few questions about your mod.

1.) How do you get the bow?
2.) How do you craft talents from the 10 talent parts?

Thanks for the reply in advance.
Currently the bow part is a bug on my end. Since hardcorio.. Overrides quite a couple of things.

2. Well thats not a bug on my part :P There is definitely a way. I haven't fiddled to much with cursed since i havent done a playthrough in a looooooooooooooong time. :p Guess someone else will have to answer this one.

also hardcore modpack is definitely NOT done. as i did play a little bit. Its way too hard at the moment and can only be played on easy or below :P Since it requires a very good while to get started.
Yeah, I do play on easy, because I am having trouble fending the monsters off. Made the 7.62 turrets, which help me for now, but the waves are getting stronger. I hope laser turrets will further improve my defenses.

Laser turrets definitely help! But take a look into evolution mod :) Its a mod i made. Not to show off and shout out the name. But just for the soul fact it might actually help you fend them off! Just take it as a side project and make enough alien-bioconstructs etc. etc. To research fast! The worms definitely help in defense and are cheap! And guess what. VERY effective against those little monsters!
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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by Pandemoneus »

Pandemoneus wrote:Hey, I am playing Shadows Hardcore Megapack and I got a few questions about your mod.

1.) How do you get the bow?
2.) How do you craft talents from the 10 talent parts?

Thanks for the reply in advance.
Nevermind about my second question now, I discovered the option somewhat hidden in the middle of the talents exchanger.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by L0771 »

Pandemoneus wrote:1.) How do you get the bow?
just copy this in console
/c game.player.insert({name="cursed-weapon1-1",count=1})
Or buy a new bow with talents tier 2 ;)
Pandemoneus wrote:2.) How do you craft talents from the 10 talent parts?
Talents exchange.
darkshadow1809 wrote:Currently the bow part is a bug on my end. Since hardcorio.. Overrides quite a couple of things.
¬¬ a bug? with my bow? is unacceptable, i can't test the modpack, but if the bug happens with hardcorio, i'll desactivate that mod :twisted:
Or... I just load after his mod :P
I don't know what is the bug, tell me.


I'm adding some new entities, now with fisher, you have a lot of blood, i'm thinking in some new entities, but my entities aren't easy to add (just the fisher XD), with the wall i've added a new sistem of pipes (the wall are all pipes), and this pipes can't touch normal pipes...
I'm thinking a chance to craft talents only with 4-5 parts and with only blood.
And a incubator to generate energy with corpses (will cost some like 10k of blood every corpse)
like this Xp

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by orzelek »

If I recall correctly issue with hardcorio was that it recreates player entity which means inventory gets destroyed.
Putting it as dependency in your mod could fix it by making your inventory changes after hardcorio.

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by darkshadow1809 »

orzelek wrote:If I recall correctly issue with hardcorio was that it recreates player entity which means inventory gets destroyed.
Putting it as dependency in your mod could fix it by making your inventory changes after hardcorio.
Tried that. Impossible.

Loading the mod after hardcorio is.. Possible yet does not fix the issue. It will take you to the selection menu and delete the entity after. Its very annoying. And i believe HC: Second chance thats going to be changed. So no need to do that
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Re: [MOD 0.11.20+] Cursed Exp - v0.2.5

Post by LINKS »

i am click oxygen in your gui and i have a this error

Error while running the event handler: __Cursed-Exp__/scripts/gui.lua:4776: bad argument #1 to 'floor' (number expected, got nil)

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Re: [MOD 0.11.20] Cursed Exp - v0.2.5

Post by L0771 »

LINKS wrote:i am click oxygen in your gui and i have a this error

Error while running the event handler: __Cursed-Exp__/scripts/gui.lua:4776: bad argument #1 to 'floor' (number expected, got nil)
Sorry, here.
L0771 wrote:A little bug clicking Oxygen button, but isn't a problem
+
orzelek wrote:If I recall correctly issue with hardcorio was that it recreates player entity which means inventory gets destroyed.
Putting it as dependency in your mod could fix it by making your inventory changes after hardcorio.
Tested, hardcorio recreates the player when the game starts and recreates again when you pick a job (or whatever you pick)
darkshadow1809 wrote:Loading the mod after hardcorio is.. Possible yet does not fix the issue. It will take you to the selection menu and delete the entity after. Its very annoying. And i believe HC: Second chance thats going to be changed. So no need to do that
But... Why don't save all items and copy to the new character?

Ok, i'll that with hardcorio's owner.
I've solved that here.

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.6

Post by L0771 »

Updated
v0.2.6

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.6

Post by azulusthra »

Hello ! Any chance you can allow the scripts to allow the miner to register 100 as the max level ?
It keeps crashing as the drill trying to level from 100 to 101.
Thanks ! Also kudos for the excellent mod !

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.6

Post by L0771 »

azulusthra wrote:Hello ! Any chance you can allow the scripts to allow the miner to register 100 as the max level ?
It keeps crashing as the drill trying to level from 100 to 101.
Thanks ! Also kudos for the excellent mod !
Sorry about that, could say me what is the message?
with "mine.level < talents[3][2].now + 2" it you have "Upgrade mines" level 98, the level max of all mines are level 100, i don't know where are the problem (this mod has 15k - 20k lines)
Thanks you :)

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.6

Post by azulusthra »

Sorry couldn't find the crash log stating it.
However it says something like "Couldn't find mining drill 101.lua" around those lines..

Edit: Reloaded the save just to check and it says:

Error while running the event handler
__Cursed-exp__/scripts/levelEntity.lua:34:
Unknown entity name: cursed-drill-101


Edit2: Fixed ! Saw some part of the script i messed with around earlier :D :D :D . Sorry !

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.6

Post by flexoleonhart »

Image
some time later after clicking Oxygen button

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Re: [MOD 0.11.20+] Cursed Exp - v0.2.6

Post by L0771 »

azulusthra wrote:Edit2: Fixed ! Saw some part of the script i messed with around earlier :D :D :D . Sorry !
ok ._. don't edit my mod (?
If you want something, please suggest it here :)
flexoleonhart wrote:Image
some time later after clicking Oxygen button
With v0.2.6? I think the problem with Oxygen button is solved on this version :/

EDIT: I've tested with 2-3hours with speed x5 without problem.

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