Thx sparr for defending my mod, everything sparr said is true. There is a topic on this forum about that.sparr wrote:Any mod that has new GUI elements causes crashing on load with 0.9.2. This bug is acknowledged and will be fixed in 0.9.3slay_mithos wrote:I am sad to report that the mod doesn't quite work with 0.9.2, it makes my game crash when I try to load a game, even a newly generated and just saved/loaded right at the start.
I have no clue about what does that, so I can't help fixing it, and that's sad, because it was a very decent mod, when playing with the hard mobs of DyTech, and F-mod helping with alien researches.
[MOD 0.12.x] AdvancedEquipment_0.5.7
Re: [MOD 0.9.x] AdvancedEquipment v0.3.1
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Re: [MOD 0.9.x] AdvancedEquipment v0.3.1
Do you mean that topic?sparr wrote:Any mod that has new GUI elements causes crashing on load with 0.9.2. This bug is acknowledged and will be fixed in 0.9.3slay_mithos wrote:I am sad to report that the mod doesn't quite work with 0.9.2, it makes my game crash when I try to load a game, even a newly generated and just saved/loaded right at the start.
I have no clue about what does that, so I can't help fixing it, and that's sad, because it was a very decent mod, when playing with the hard mobs of DyTech, and F-mod helping with alien researches.
https://forums.factorio.com/forum/vie ... =30&t=2715
Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
Next update is out there in 1st post. There was a few minor changes that apply to gui and code. And of course this version is 100% compatible to factorio v0.9.3.
Any ideas what can I add to this mod
Could anybody explain how to create post that contain this element:
Have a nice day/night
Any ideas what can I add to this mod
Could anybody explain how to create post that contain this element:
Have a nice day/night
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Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
Code: Select all
[spoiler=Next version spoiler][/spoiler]
Next version spoiler
Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
If you want inspiration, I had an idea that might get to the core someday, but It would probably need the modding changes.
Some kind of equipment, that would keep up to X of guarding biters following you and helping in the fight
Some kind of equipment, that would keep up to X of guarding biters following you and helping in the fight
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Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
As an FYI, I changed a few things on the mod to make it play better with 0.9.3, UI wise.
If you wish, I can upload the files I changed (and the one I added for custom subgroups), just say it.
If you wish, I can upload the files I changed (and the one I added for custom subgroups), just say it.
Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
I have thought about that but I don't know how to force biters to fallow me (player) and how force my biters to attack enemies.kovarex wrote:If you want inspiration, I had an idea that might get to the core someday, but It would probably need the modding changes.
Some kind of equipment, that would keep up to X of guarding biters following you and helping in the fight
* - "and how force my biters to attack enemies." never mind biters with game.forces.player will automatically attack enemies biters. But still don't know how to force bitters to fallow me. Any help... kovarex?
I have thought about that few more minutes and I thing that I know how to do that, but please answear me for one question. How to check if item name xxx is inside my body armor?
FYI?? Explain please.slay_mithos wrote:As an FYI, I changed a few things on the mod to make it play better with 0.9.3, UI wise.
If you wish, I can upload the files I changed (and the one I added for custom subgroups), just say it.
I would be grateful for your help, maybe I will learn something, and of course if your changes are "make it play better with 0.9.3, UI wise." and you agree I will implement it to mod.
You can simply mail it to me... I will send email via pm.
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Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
For the 'follow', you could cheat the game by removing their 'attack', and telling them to hunt the player.
Not sure it would be any good though, because you would end up having them swarming you when you stop, making your life a pain when building, or trying to access chests.
Not to mention that you would need to always have cars in your inventory, in case they decide to swarm around your car while you are driving.
Maybe you could change that to some kind of defender robots, like those from the capsules, but feeding on your power armour's energy.
That would make much more sense, and might be way easier to do, as the only difference with the actual defender bots is that they take energy and don't time out.
Just my two cents.
Not sure it would be any good though, because you would end up having them swarming you when you stop, making your life a pain when building, or trying to access chests.
Not to mention that you would need to always have cars in your inventory, in case they decide to swarm around your car while you are driving.
Maybe you could change that to some kind of defender robots, like those from the capsules, but feeding on your power armour's energy.
That would make much more sense, and might be way easier to do, as the only difference with the actual defender bots is that they take energy and don't time out.
Just my two cents.
Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
Hm. The behavior of the biters needs to be exchanged. In an object oriented context it means exchanging the class, which controls the behavior.
I think there needs to be many experiments because of two reasons:
- controlling many soon gets performance critical. It should be avoided to control all/many via lua.
- there are general behaviors like "go to X, if there is Y then change to behavior A, else behavior B"
I think things are needed:
1. Changing a behavior of something possible via lua
2. An experimental behavior, where everything can be controlled via lua (I think something like that must be already existing)
3. A kind of specialized PL where you can replace parts of of #2 with faster functions. Like "if there is a sound, go to that location, attack enemies on the way to that point, then search within radius of sight for enemy-type, if there is enemy change behavior to fight, after fight repeat search. If nothing found, return to starting point."
I think there needs to be many experiments because of two reasons:
- controlling many soon gets performance critical. It should be avoided to control all/many via lua.
- there are general behaviors like "go to X, if there is Y then change to behavior A, else behavior B"
I think things are needed:
1. Changing a behavior of something possible via lua
2. An experimental behavior, where everything can be controlled via lua (I think something like that must be already existing)
3. A kind of specialized PL where you can replace parts of of #2 with faster functions. Like "if there is a sound, go to that location, attack enemies on the way to that point, then search within radius of sight for enemy-type, if there is enemy change behavior to fight, after fight repeat search. If nothing found, return to starting point."
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
Please, advise how to fix that:
I just want to set the condition for the smart inserter, but that is impossible due to the bug.
Possible solution: to move your items to a different sub-category.
But I don't know how to do that
I just want to set the condition for the smart inserter, but that is impossible due to the bug.
Possible solution: to move your items to a different sub-category.
But I don't know how to do that
Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
I fixed it by adding a subgroup
Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
Will be fixed in next version... I thing this night i will upload it.DRBLN wrote:Please, advise how to fix that:
I just want to set the condition for the smart inserter, but that is impossible due to the bug.
Possible solution: to move your items to a different sub-category.
But I don't know how to do that
Already posted a new version in 1st post. Bug discovered by slay_mithos and DRBLN was fixed.
ficolas thx for spoiler
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Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
Funny thing being that it's exactly what I sent him by e-mail, all the equipments put into two new subgroups to keep things clean-ish.DRBLN wrote:I fixed it by adding a subgroup
Re: [MOD 0.9.x] AdvancedEquipment v0.3.3
Thank you for fixing it. Now my Very-HighVery-High-Rich gamemode sounds possible again !
Re: [MOD 0.9.x] AdvancedEquipment v0.3.3
It... Translate to Russian
- Attachments
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- AdvEquipRU.rar
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Re: [MOD 0.9.x] AdvancedEquipment v0.3.3
Спасибо (Thanks).
Re: [MOD 0.9.x] AdvancedEquipment v0.3.3
I will merge it with my mod in next version, unless you don't agree?Vitduo wrote:It... Translate to Russian
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Re: [MOD 0.9.x] AdvancedEquipment v0.3.3
I agree, of course
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Re: [MOD 0.9.x] AdvancedEquipment v0.3.3
EDIT: Wow, I really did not think this post through well enough. I'm terribly sorry for the inconvenience I've burdened on you all.
Last edited by SpencerS145 on Thu Mar 27, 2014 12:26 am, edited 1 time in total.