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L0771
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

n9103 wrote:
L0771 wrote:
Nagshell wrote:How walls will work?
Yep, wall works 100%, the gate (added after finish the wall, my bad, now i'll rewrite a lot of code) work 20% (can "set" a gate, but i haven't a entity without collision and with fluids)
They were asking how you set up the walls and how to use them.
Good to know the wall code is at 100% now.
Have you considered making an entity that acts like an underground pipe, and having the gate span the area between the end points?
yep, but is strange, i need set a collision box, this collision box must contain point {0,0} (center of the entity), and the pipe connection must be next to collision box (if my collision box is {{0,0},{0.1,0.1}}, the connection must be 0.1 max ¬¬ i can't do it with a gate, maybe i'll replace the wall in the side of gate for a pipe-to-ground, but is really hard change this :/ maybe for a future update, for now i'll freeze the gate :cry:
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by ondrej008 »

Hey seems interesting but... is there a 0.10.12 version of this?
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

ondrej008 wrote:Hey seems interesting but... is there a 0.10.12 version of this?
nop, i started with this mod for 0.11 update, i don't know nothing about changes before 0.11
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by flexoleonhart »

so... is there a chance to see the new version? I check the topic every day... some news? or progress?
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by darkshadow1809 »

flexoleonhart wrote:so... is there a chance to see the new version? I check the topic every day... some news? or progress?
L0771 is working on Cursed Exp V0.2 however due to college he hasn't had a lot of time to work on the mod. Also he had to work through around 5000 somewhat lines of codes? Since he had a lot of bugs due to the factorio updates. So I am figuring its going to be a while. But sit tight! A new version is on its way. But no clue when though:P l0771 will have to give you an E.T.A
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

yep...

Code: Select all

- Added Cursed wall
- Changed blood tank's recipe to build in early game
- Added rebuild mines
- Added 300 mining tools
- Added 140 armors
- Added 140 bows
- Added 300 banks (1200 slots :l )
- Bow rebalanced
- Changed all mining speed's tool formula
- Now Mining level gives exp bonus for mining drills (2% / level)
- Added error message if don't have a slot for new items (only for playerquickbar)
- Rebalance cursed mining-drill
This is what i've do for now, and a lot of changes on the code (i'll expect a lot of little bugs :P)
I need this for "Add function to gain more or less exp depends of recipe crafted"

i can work faster, but... I'm lazy :)

But, my mod don't crash (or have low problems) with new versions :)
And i have a list of 87 possible changes :x
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by flexoleonhart »

Amazing!
If you dont have time to test your mod. I can do it! i have some experience in bugreporting ;-)
my skype
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

ok, ty, just play common with the new version, if you seen a bug, please tell me ^^
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by LordMimir »

Found issue in the v0.1.12 of the script with regards to the Armor resistances. A quick replace all of two typo-ed words fixes the issue in the cursed-armors.lua file.
Replace all resistences With resistances and decrese with decrease
IE the resistances section of armor level 40 would change from:

Code: Select all

resistences = { { type = "physical", decrese = 5.2, percent = 30.8 },{ type = "impact", decrese = 3.36, percent = 19.74 },{ type = "poison", decrese = 2.55, percent = 15 },{ type = "explosion", decrese = 3.75, percent = 22.25 },{ type = "fire", decrese = 1.8, percent = 10.6 },{ type = "laser", decrese = 4.5, percent = 25.5 },{ type = "acid", decrese = 4.9, percent = 28} },
to:

Code: Select all

resistances  = { { type = "physical", decrease = 5.2, percent = 30.8 },{ type = "impact",  decrease = 3.36, percent = 19.74 },{ type = "poison",  decrease = 2.55, percent = 15 },{ type = "explosion",  decrease = 3.75, percent = 22.25 },{ type = "fire",  decrease = 1.8, percent = 10.6 },{ type = "laser",  decrease = 4.5, percent = 25.5 },{ type = "acid",  decrease = 4.9, percent = 28} },
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

LordMimir wrote:Found issue in the v0.1.12 of the script with regards to the Armor resistances. A quick replace all of two typo-ed words fixes the issue in the cursed-armors.lua file.
Replace all resistences With resistances and decrese with decrease
IE the resistances section of armor level 40 would change from:

Code: Select all

resistences = { { type = "physical", decrese = 5.2, percent = 30.8 },{ type = "impact", decrese = 3.36, percent = 19.74 },{ type = "poison", decrese = 2.55, percent = 15 },{ type = "explosion", decrese = 3.75, percent = 22.25 },{ type = "fire", decrese = 1.8, percent = 10.6 },{ type = "laser", decrese = 4.5, percent = 25.5 },{ type = "acid", decrese = 4.9, percent = 28} },
to:

Code: Select all

resistances  = { { type = "physical", decrease = 5.2, percent = 30.8 },{ type = "impact",  decrease = 3.36, percent = 19.74 },{ type = "poison",  decrease = 2.55, percent = 15 },{ type = "explosion",  decrease = 3.75, percent = 22.25 },{ type = "fire",  decrease = 1.8, percent = 10.6 },{ type = "laser",  decrease = 4.5, percent = 25.5 },{ type = "acid",  decrease = 4.9, percent = 28} },
:P thanks you :D :D
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Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by darkshadow1809 »

I DEMAND 0.2!!!!
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Re: [MOD 0.11.20] Cursed Exp - v0.2.0

Post by L0771 »

darkshadow1809 wrote:I DEMAND 0.2!!!!
Okay
v0.2.0
I am here, waiting for bugs...
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Re: [MOD 0.11.20] Cursed Exp - v0.2.0

Post by darkshadow1809 »

Consider Cursed EXP re-entered into the modpack :) Basic & Hardcore version!
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Re: [MOD 0.11.20] Cursed Exp - v0.2.0

Post by L0771 »

What is hardcore version? :roll:
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Re: [MOD 0.11.20] Cursed Exp - v0.2.0

Post by Liono2010 »

I got an error while creating new map game in sandbox mode.
Factorio v0.11.20
Cursed-Exp v0.2.0

I also have other mods. Using along with other mods the error on creating sandbox game is as following.

Code: Select all

Error while running the event handler: __Cursed-Exp__/scripts/onplayercreated.lua:33: attempt to index field 'character' (a nil value)
And removing all mods from mods directory and running the game only with Cursed-Exp v0.2.0, I got following error.

Code: Select all

Error Util.cpp:43: Error in assignID, 'you_needs_a-version_of_TreeFarm_or_your_version_of_factorio_is_lower_than_0.11.13' was not recognized id of item
Can you fix it fast so that I can start a new game along with other mods?
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Re: [MOD 0.11.20] Cursed Exp - v0.2.0

Post by darkshadow1809 »

Liono2010 wrote:I got an error while creating new map game in sandbox mode.
Factorio v0.11.20
Cursed-Exp v0.2.0

I also have other mods. Using along with other mods the error on creating sandbox game is as following.

Code: Select all

Error while running the event handler: __Cursed-Exp__/scripts/onplayercreated.lua:33: attempt to index field 'character' (a nil value)
And removing all mods from mods directory and running the game only with Cursed-Exp v0.2.0, I got following error.

Code: Select all

Error Util.cpp:43: Error in assignID, 'you_needs_a-version_of_TreeFarm_or_your_version_of_factorio_is_lower_than_0.11.13' was not recognized id of item
Well to be honest 1. Which mods did you use lol? Since its even compatible with my modpack which contains around 60+ mods..
2. read lol... you need treefarm >_> and dont pay attention to the version number it works with any version of treefarm solong its for the right version of factorio.

Can you fix it fast so that I can start a new game along with other mods?
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Re: [MOD 0.11.20] Cursed Exp - v0.2.0

Post by Liono2010 »

darkshadow1809 wrote:
Liono2010 wrote:I got an error while creating new map game in sandbox mode.
Factorio v0.11.20
Cursed-Exp v0.2.0

I also have other mods. Using along with other mods the error on creating sandbox game is as following.

Code: Select all

Error while running the event handler: __Cursed-Exp__/scripts/onplayercreated.lua:33: attempt to index field 'character' (a nil value)
And removing all mods from mods directory and running the game only with Cursed-Exp v0.2.0, I got following error.

Code: Select all

Error Util.cpp:43: Error in assignID, 'you_needs_a-version_of_TreeFarm_or_your_version_of_factorio_is_lower_than_0.11.13' was not recognized id of item
Well to be honest 1. Which mods did you use lol? Since its even compatible with my modpack which contains around 60+ mods..
2. read lol... you need treefarm >_> and dont pay attention to the version number it works with any version of treefarm solong its for the right version of factorio.

Can you fix it fast so that I can start a new game along with other mods?
Now I removed all mods and kept only following mods.
Cursed-Exp_0.2.0
Treefarm-Lite_0.1.4

1 - Game loaded successfully but starting a sandbox game still throws the same error. So it is not a compatibility issue. Its sandbox issue. Even loading it with 600 mods it would throw the same error. So don't compare it with your mod compilation.
2 - If Treefarm is required for this mod then its dependencies should contain it. As for now Treefarm is optional.
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Re: [MOD 0.11.20] Cursed Exp - v0.2.0

Post by darkshadow1809 »

Liono2010 wrote:
darkshadow1809 wrote:
Liono2010 wrote:I got an error while creating new map game in sandbox mode.
Factorio v0.11.20
Cursed-Exp v0.2.0

I also have other mods. Using along with other mods the error on creating sandbox game is as following.

Code: Select all

Error while running the event handler: __Cursed-Exp__/scripts/onplayercreated.lua:33: attempt to index field 'character' (a nil value)
And removing all mods from mods directory and running the game only with Cursed-Exp v0.2.0, I got following error.

Code: Select all

Error Util.cpp:43: Error in assignID, 'you_needs_a-version_of_TreeFarm_or_your_version_of_factorio_is_lower_than_0.11.13' was not recognized id of item
Well to be honest 1. Which mods did you use lol? Since its even compatible with my modpack which contains around 60+ mods..
2. read lol... you need treefarm >_> and dont pay attention to the version number it works with any version of treefarm solong its for the right version of factorio.

Can you fix it fast so that I can start a new game along with other mods?
Now I removed all mods and kept only following mods.
Cursed-Exp_0.2.0
Treefarm-Lite_0.1.4

1 - Game loaded successfully but starting a sandbox game still throws the same error. So it is not a compatibility issue. Its sandbox issue. Even loading it with 600 mods it would throw the same error. So don't compare it with your mod compilation.
2 - If Treefarm is required for this mod then its dependencies should contain it. As for now Treefarm is optional.
Sandbox mode? ... Its weird. well the fact is that you shouldn't play sandbox mode with mods.. as factorio sandbox itself doesnt work with the mods unless the mod particularly supports it.. Best chance for you? Download the creative mod (test mode https://forums.factorio.com/forum/viewforum.php?f=46 ) This allows basicly the same as Sandbox does. Enjoy!
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Re: [MOD 0.11.20] Cursed Exp - v0.2.0

Post by darkshadow1809 »

Bug report for Cursed EXP V0.2.0 from one of my users.

~JohnGalt

for some reason when I try to use the T3 points i have, from the cursed exp mod, I get a system message "not have enough space" and it doesn't spend the point. I tried clearing out my inventory of all items except the T3 skill and canceled everything I was crafting and still get the same message so it doesn't seem to be referring to my inventory space. I thought maybe i had to level up mines first so I put a point into the mine level but still can't purchase a mine. EXP in the game is by far my favorite thing and I hate to see it not working so I'd be crazy appreciative of any help.
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Re: [MOD 0.11.20] Cursed Exp - v0.2.1

Post by L0771 »

Liono2010 wrote:I got an error while creating new map game in sandbox mode.
v0.2.1
Liono2010 wrote: If Treefarm is required for this mod then its dependencies should contain it.
This is because, i can't set dependency of "treefarn" or "treefarm-lite" and one of this...
On the next versions maybe i only work with treefarm-lite.
darkshadow1809 wrote:Sandbox mode? ... Its weird. well the fact is that you shouldn't play sandbox mode with mods.
My mod must work with sandbox, or whatever map or mode added or for add without problem :D (But i don't care of hardcorio, a lot of russian on his code :P)
darkshadow1809 wrote:Bug report for Cursed EXP V0.2.0 from one of my users.
Isn't a bug :)

I have a lot of changes at 0.2, i can't report everything, changelog is a summary :roll:
v0.2.1
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