And its awesome!
mines: same error
I've updated to v0.3.2, and used the command /c remote.call("cursed","resetgui"), but I am still getting the same error (only now on line 4671 instead of 4670).L0771 wrote: I'll add a condition, but if you have problem with v0.3.2, open the console and write
/c remote.call("cursed","resetgui")
Thanks you, issue solved on v0.3.3.flexoleonhart wrote:I was scared with this massive atacks, when about 20 biters fight my 20 laser turrets... In about 2-3 directions same time... At night... With low energy...
And its awesome!
mines: same errormy map saveplaying with ShadowModPack 7.*
I've found this when i'm trying to solve the problem with mines, is because you've changed the name in the game, but that isn't a problem now.UberWaffe wrote:I've updated to v0.3.2, and used the command /c remote.call("cursed","resetgui"), but I am still getting the same error (only now on line 4671 instead of 4670).L0771 wrote: I'll add a condition, but if you have problem with v0.3.2, open the console and write
/c remote.call("cursed","resetgui")
I've created a new game and tried to break it by saving and loading, disabling and re-enabling the mod, but it works fine.
It appears to be broken only on my current playthrough savegame.
i've removed pollution only in the last state of the tree, but with a farm of trees, the pollution is onStanFear wrote:about the tree polution, I don't think it is a problem in itself, but then the trees must not be there when we start a new map !
Yes it is cool to be able to have some heart from the start, but it doesn't add much !
and maybe you could change what you say in the "this mod does not contain" concerning adding trees to the map if you want to leave it there !
You don't like 1 update /day, with 2 modes, are 2 updates/daydarkshadow1809 wrote:Would reconsider making a hard pack again Thats what it was all about a constant threat :d Ill see what I can do to make a more challenging modpack again :d
L0771 wrote:Thanks you, issue solved on v0.3.3.flexoleonhart wrote:I was scared with this massive atacks, when about 20 biters fight my 20 laser turrets... In about 2-3 directions same time... At night... With low energy...
And its awesome!
mines: same errormy map saveplaying with ShadowModPack 7.*
Next time i'll remember ask for the nick, i need more time taking the old name than solving the problem
and more time opening the game, i've deactivated dytech to start, my pc have more than 8 years without changes
I've found this when i'm trying to solve the problem with mines, is because you've changed the name in the game, but that isn't a problem now.UberWaffe wrote:I've updated to v0.3.2, and used the command /c remote.call("cursed","resetgui"), but I am still getting the same error (only now on line 4671 instead of 4670).L0771 wrote: I'll add a condition, but if you have problem with v0.3.2, open the console and write
/c remote.call("cursed","resetgui")
I've created a new game and tried to break it by saving and loading, disabling and re-enabling the mod, but it works fine.
It appears to be broken only on my current playthrough savegame.
try with
/c remote.call("cursed","resetgui")
or if this don't work, try with
/c remote.call("cursed","changename","yourname","yourname")
yourname is your nickname (from options>others), and quotes are needed
with version
i've removed pollution only in the last state of the tree, but with a farm of trees, the pollution is onStanFear wrote:about the tree polution, I don't think it is a problem in itself, but then the trees must not be there when we start a new map !
Yes it is cool to be able to have some heart from the start, but it doesn't add much !
and maybe you could change what you say in the "this mod does not contain" concerning adding trees to the map if you want to leave it there !
i need change the first page, thanks.
You don't like 1 update /day, with 2 modes, are 2 updates/daydarkshadow1809 wrote:Would reconsider making a hard pack again Thats what it was all about a constant threat :d Ill see what I can do to make a more challenging modpack again :d
v0.3.3
Updated to 0.3.3, and this worked perfectly for me. Thanks a lot!L0771 wrote:I've found this when i'm trying to solve the problem with mines, is because you've changed the name in the game, but that isn't a problem now.
try with
/c remote.call("cursed","resetgui")
Ok, i'll test in MP, thanks for reportMaroZz wrote:shadow megamodpack 7.0.4
when one player access to cursed menu, other player crashes.
host or client, no matter.
cannot play in MP so sad....
Try with the last version, if you have a error, tell me what it saysniperxblade wrote:hello there question does it work for 0.11.18 cause i keep getting errors with older version
I have one, Factorio 0.11.22, error is:L0771 wrote:Try with the last version, if you have a error, tell me what it saysniperxblade wrote:hello there question does it work for 0.11.18 cause i keep getting errors with older version
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Error Util.cpp:43: Error when opening ./factorio_0.11.22/mods/Cursed-Exp_0.3.3/graphics/entities/base/cursed-base.png for reading: No such file or directory
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Error Util.cpp:43: Error when opening ./factorio_0.11.22/mods/Cursed-Exp_0.3.3/graphics/entities/drill/cursed-drill.png for reading: No such file or directory
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./graphics/entities/exchange/cursed-exchange.PNG
./graphics/entities/base/cursed-base.PNG
./graphics/entities/vault/cursed-vault.PNG
./graphics/entities/drill/cursed-drill.PNG
./graphics/entities/turret/NydusCanal-attack_01.PNG
./graphics/entities/turret/cursed-turret-normal-1.PNG
./graphics/entities/turret/NydusCanal-attack_04.PNG
./graphics/entities/turret/NydusCanal-prepare_02.PNG
./graphics/entities/turret/NydusCanal-attack_02.PNG
./graphics/entities/turret/NydusCanal-prepare_01.PNG
./graphics/entities/turret/NydusCanal-attack_03.PNG
./graphics/entities/wall/nest-idle_03.PNG
./graphics/entities/wall/cursed-wall-base.PNG
./graphics/entities/fisher/cursed-fisher-east.PNG
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for f in $(find . -name '*.PNG'); do mv $f ${f:r}.png; done
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Error while running the event handler: __Cursed-Exp__/scripts/gui.lua:4795: bad argument #1 to 'floor' (number expected, got nil)
Thanks you, i've never seen this issueOvermindDL1 wrote:It looks like there is a file named "cursed-base.PNG", but none named "cursed-base.png", I renamed it and that fixed that error, but found more, be careful with filename casing.
You have the mod in .zip? try deszip it.sniperxblade wrote:i updated to 0.11.22 and one thing it still wont work i get this (check screenshot) and one thing is i have dytech installed
Got another error as well when I tried to get blood from myself:OvermindDL1 wrote:Found another error with 0.3.3 on Factorio 0.11.22, when clicking the Oxygen button and the Oxygen mod is installed:Code: Select all
Error while running the event handler: __Cursed-Exp__/scripts/gui.lua:4795: bad argument #1 to 'floor' (number expected, got nil)
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Error while running the event handler: __Cursed-Exp__/scripts/onplayercrafteditem.lua:36: attempt to index global 'v' (a nil value)
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v.insert{name = "cursed-talent-part-" .. num, count = newtp}
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gui.frameOxygenDet.add({ type="label", name="oxygen1c3", caption = {"gui.oxygen1c3",math.floor(remote.call("oxygen", "getoxygenofplayer",player.name))}, style = "cursed-label" })
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if v[1] == game.getplayer(playername) then
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if v[1].name == playername then
I have "player" in my code, i'm trying to upload no more than 1 version / dayOvermindDL1 wrote:<edit id="1">Tested, changing `v` to be `player` seems to have fixed it.</edit>
I've added a line:OvermindDL1 wrote:<edit id="2">Tested, definitely a bug in the Oxygen mod, reported it there, though you may want to add code to check for nil to work around its bug unless it is fixed on the Oxygen mod side, which may take a while considering the dearth of updates it has had recently?</edit>
I think the player is comparable, i don't want add more to oxygen mod, but it's true, is easier compare 2 strings than 2 objects.OvermindDL1 wrote:<edit id="3">I changed the Oxygen mods Control.lua files any lines that were:And replaced them with:Code: Select all
if v[1] == game.getplayer(playername) then
And that seems to have resolved the issue. Is the Player object not comparable? If so then those lines were doomed to fail. if they are comparable then somehow it is not returning the same object.Code: Select all
if v[1].name == playername then
</edit>
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Error while running the event handler: __Cursed_Exp__/scripts/onbuiltentity.lua:11: {
id = 1,
name = "mines"
} --[[table: 0x7fec3c77a350]]
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error(serpent.block(rebuild))