Dont want to be that selfish to request the whole mod to change just cause of it
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ok, np, maybe is a good idea, if can "reset" a entity to lvl 1, i don't know why, but is a good idea for a buttonazulusthra wrote:Oops ! sorry i just wanted to remove the regression system from the turret and drills.
Dont want to be that selfish to request the whole mod to change just cause of it![]()
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You have the version 0.2.5flexoleonhart wrote:so what happening if i havn't Oxygen mod, when click on its button? i've error
Without player's name, have this "problem"n9103 wrote:Maybe another case of user not setting player's name?
Please, use this versiontehlel wrote:Hello,when i start a save my game crashes![]()
I am on factorio version 0.11.21 and I set my player name.It says"Error while running the event handler __Cursed-Exp__/scripts/ontink.lua:120:attempt to in dex field "?" (a nil value)"
tehlel wrote:I am on factorio version 0.11.21 and I set my player name.It says"Error while running the event handler __Cursed-Exp__/scripts/ontink.lua:120:attempt to in dex field "?" (a nil value)"
... I'm thinking... With v0.2.7, just change line 26 from control.lua for this:flexoleonhart wrote:
some time later after clicking Oxygen button
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["currentVersion"] = 112,
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["currentVersion"] = 206,
flexoleonhart wrote:Wonderful! Can i ask what is new planned?)
Ok, without limit from "xx Upgrade" but less exp in the low levels? Is very easy only without the requirement, but with less exp is balanced i think.flexoleonhart wrote:p.s. I already offered to remove mines and turrets levels depend on talent. That's not what you want to see in your mod?
yes. I offer to remove limit levels but an experience that they will receive at late levels will greatly depend on the skill Mining. Same for fishers (skill Farming may be?). Same for turrets and walls (keep them same talents).Ok, without limit from "xx Upgrade" but less exp in the low levels? Is very easy only without the requirement, but with less exp is balanced i think.
That is added from version 0.2.0, i don't show, but is tested.flexoleonhart wrote:yes. I offer to remove limit levels but an experience that they will receive at late levels will greatly depend on the skill Mining. Same for fishers (skill Farming may be?). Same for turrets and walls (keep them same talents).
hmmm you talking about a module, this module can be bought with talents, and this module gives more exp for that mine?flexoleonhart wrote:1: Another idea for mine talents. If I buy the talent (it can be change to Tier 4 to complicate the task) I get (for example) an egg (CURSED EGG - of course). that is until the level of the mine gives a bonus to the experience of this mine. Egg - modul (can be stacked). Every mine have this slots. Why not use it? if possible of course...
NP, talk to me in spanish (?flexoleonhart wrote:So hard to present my ideas in a foreign language.
I can't add modules for turrets, maybe a chest upper the turret, but for mines maybe i do for 0.3flexoleonhart wrote:2: Turrets. Turrets and mines so different. And they cannot simple "unleveled by talents". May be add some new skill - aka "Structures" with 2 or more sub skills: "efficiency", "durability". Durability get exp frop damage taken, efficiency from mined resources or damage dealt (depend on building type).
Ok, i've never use hardcorio, i don't like, but i think must have a compatibility patch, basically, the bow lvl 2 must kill 1 zerling with 2 shoots, (lvl 1 with 3 shoots), and with experience, can kill every bitter with 1 hit and can hit every... 0.5 sec? ok, i'll make a compatibility script.flexoleonhart wrote:p.s. damage of bow with Hardcorio (at easy difficult) is too low. At 4 minute of starting game i've been atacked by 2 zerlings with 50 hp each (bow 7 dmg in 2-3sec, zerlings i think 1 dmg in 0.3-0.5sec). At 8 minute i atacked by 4-6 zerlings... simple guns more efficient
yesterday i shot one zerling about 4-5 times (they have hp regen) During this time he lowered my to 50-60%...Ok, i've never use hardcorio, i don't like, but i think must have a compatibility patch, basically, the bow lvl 2 must kill 1 zerling with 2 shoots, (lvl 1 with 3 shoots), and with experience, can kill every bitter with 1 hit and can hit every... 0.5 sec? ok, i'll make a compatibility script.
Yesterday i've started with classes, works fine, i think today i'll finish with that, is only a bonus of exp in the class who the player choose (miner have bonus x2 in mining and x1 in all others), some ideas about that?
Technically, is other mod, is standalone, a mod for modders.flexoleonhart wrote:L0771 wrote:Yesterday i've started with classes, works fine, i think today i'll finish with that, is only a bonus of exp in the class who the player choose (miner have bonus x2 in mining and x1 in all others), some ideas about that?
Tell more about classes. It will be possible to select only one time per game? Classes planned like Hunter, Builder, Miner? And each have own bonuses (mb some special weapons or tool when choosed one?)? Until we have skills i think this classes not useful. Istead want to see more features, bulding or possibilites. (but if you offer an interesting bonuses or features with classes or features. I want it too)
Some ideas:
- Cursed Smoke - add some effects in the area (good or bad. root enemies. or may be cursed trees emit it. or repair all building in area, a little but still good.). Or it may be like Pollution in Native game. mb some generators this smoke?
- We have upgradable armor. Why not add some Blood Shields or Generators "something" which can be inserted to armors. There is a lot mods with armors and upgrades to it. I konw. But this will be Cursed things only your mod what added it.
- Some king of pets O_o? Or rats? Not necessarily like enemi. Neutral? Mb they steal something or bite or protect? ()
Is a mod for mods who want have classes, isn't hard, just i don't have time for thisn9103 wrote:If I'm under the correct impression: L0's not particularly interested in providing support to someone else's mod which is also a standalone mod (not intended to be compatible).
Considering Hardcorio's mod maker himself has declared that it should not be distributed in a pack, and that it's not intended to be compatible, I don't think it's a good use of development time to try and be compatible with Hardcorio (or other extensive mods).