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Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Fri Sep 18, 2015 3:02 pm
by jorgenRe
Kane wrote:Peter34 wrote:Kane wrote:Not sure why this mod even died it's a lot of fun because it's really nice end game costly gear giving you something to do.
I would love it if we looked into adding the new robo ports into it.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?
HMMMMM im not sure so you may want to check it out yourselves

!
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Fri Sep 18, 2015 3:24 pm
by StoneLegion
jorgenRe wrote:Kane wrote:Peter34 wrote:Kane wrote:Not sure why this mod even died it's a lot of fun because it's really nice end game costly gear giving you something to do.
I would love it if we looked into adding the new robo ports into it.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?
HMMMMM im not sure so you may want to check it out yourselves

!
I did it seems to be more about balance and new tiers but not the insane 200k iron/copper etc that required for some the upgrades in this mod.. for example armor alone is this:

Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Thu Oct 15, 2015 11:21 pm
by r0bster
I think i realy need this mod. But unfortunately it's still buggy. I tried the version LordSkaven uploaded.
Would someone who is able to please take care of this mod? Please!

Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Mon Nov 23, 2015 9:29 pm
by kyborek
Hello jorgenRe
Could you please put the version 0.4.1 LordSkaven posted to the first post? The zip contains folder which needs to be renamed to 0.4.1 but luckily it fixes the horizontal batteries. I am not sure how does factorio look for mod updates but going from 0.4.0 to 0.4.1 is worth it.
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Tue Nov 24, 2015 11:41 am
by jorgenRe
kyborek wrote:Hello jorgenRe
Could you please put the version 0.4.1 LordSkaven posted to the first post? The zip contains folder which needs to be renamed to 0.4.1 but luckily it fixes the horizontal batteries. I am not sure how does factorio look for mod updates but going from 0.4.0 to 0.4.1 is worth it.
yes of course it is worth it if its working better

!
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Thu Mar 17, 2016 6:59 pm
by Fatmice
Here is my own update of this mod. I ported the control.lua to work with 0.12.26 (much thanks to Rseding91 for optimization inputs). You should see healing circle now if you get damaged. I also tweaked the equipment values. They should now be "worth" their value without being too OP. This should work in multiplayer.
Edit: I made one small lua change to decrease wrapper object creation.
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Sun Mar 27, 2016 8:30 pm
by Murlocking
Fatmice wrote:Here is my own update of this mod. I ported the control.lua to work with 0.12.26 (much thanks to Rseding91 for optimization inputs). You should see healing circle now if you get damaged. I also tweaked the equipment values. They should now be "worth" their value without being too OP. This should work in multiplayer.
AdvancedEquipment_0.4.1.zip
Edit: I made one small lua change to decrease wrapper object creation.
Since you fixed this file, do you know how I can turn off the 'clock' (timer).
I really hate the font plus I use EVOGui which is better and give me more information in that domain.
Thank you.
EDIT: I actually did it

Commented everything about 'timer' and made sure I don't comment a 'end' by mistake. And it loaded without the timer

Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Sun Mar 27, 2016 9:05 pm
by Murlocking
An error popped after dying "Error while running the event handler: __AdvancedEquipement__/control.lua:75: attempt to index field 'character' (a nil value)
Here's there part about it in the config.lua
if player.character.health < 100 then
local health=player.character.health
local healthint=math.floor(health)
local healthdec=math.floor((health-healthint)*10)
local frame = global[player.name].lifeframe.life
health=healthint+(healthdec/10)
frame.style.font_color = {r = 1-(player.character.health/100), g = (player.character.health/100), b = 0}
frame.caption = "Life " .. health
--screanresolution=player.real2screenposition(player.position)
--player.gui.top.life.style.leftpadding = screanresolution.x/2
--player.gui.top.life.style.maximalwidth=(screanresolution.x/2)+85
if global.show_heal_animation and not global[player.name].healing then
global[player.name].healing = true
table.insert(global.healing,player)
end
elseif player.character.health == 100 and global[player.name].healing then
global[player.name].lifeframe.destroy()
global[player.name].lifeframe = nil
end
end
EDIT: Also... when running and healing the aura doesn't follow the player and trail behind a couple of pixel away.
This is in Multiplayer.
EDIT#2: Still in Multiplayer, another error popped when dying, calling the line 140 in control.lua with attempt to index field 'character' (a nil value)
Here's the part about in the control.lua
if global.healing ~= nil then
for k,player in pairs(global.healing) do
if player.connected and player.character.health < 100 then
player.surface.create_entity{name="heal-effect-"..global[player.name].heal_effect, position={player.position.x, player.position.y}}
global[player.name].heal_effect = (global[player.name].heal_effect < 20) and global[player.name].heal_effect + 1 or 1
else
global.healing[k] = nil
global[player.name].healing = false
end
end
Seems like 'nil' is the problem...
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Sun Mar 27, 2016 11:05 pm
by Fatmice
Murlocking wrote:
Since you fixed this file, do you know how I can turn off the 'clock' (timer).
I really hate the font plus I use EVOGui which is better and give me more information in that domain.
Thank you.
EDIT: I actually did it

Commented everything about 'timer' and made sure I don't comment a 'end' by mistake. And it loaded without the timer

You don't need to comment anything just issue
/c remote.call("AdvEq","show_timer")
to disable
/c remote.call("AdvEq","show_timer",1)
to reenable
Murlocking wrote:
EDIT: Also... when running and healing the aura doesn't follow the player and trail behind a couple of pixel away.
This is in Multiplayer.
EDIT#2: Still in Multiplayer, another error popped when dying, calling the line 140 in control.lua with attempt to index field 'character' (a nil value)
Can't be helped, the trailing behind of the aura is part of how the base game hides latency.
Fixed nil crash when dying while healing in multiplayer.
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Mon Mar 28, 2016 12:01 am
by Murlocking
Thank you @Fatmice !
EDIT: I see the call to remote.add_interface now that you made to enable or disable the GUI.
I'm not really a coder but that was kinda obvious, not sure how i missed that
That's pretty neat!
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Mon Mar 28, 2016 1:17 am
by Murlocking
You forgot to change the version in the config.lua but it's no biggy
ex: global.version = "0.4.1"
Not crashing anymore!
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Mon Mar 28, 2016 4:46 am
by Fatmice
Murlocking wrote:You forgot to change the version in the config.lua but it's no biggy
ex: global.version = "0.4.1"
Not crashing anymore!
Oh oops...Here is the change.
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Fri Apr 08, 2016 6:28 am
by Zcoolest
ok the mod works in the list again the game launches and loads and also says at bottom reply save cancel or what not mod has map changes but yet its not in my build list.....if mods cant link into a saved game then i give up on em i got 120 hours on this save....so cant link new mods to sav im done
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Fri Apr 08, 2016 6:30 am
by Zcoolest
0.001 2016-04-07 23:24:59; Factorio 0.12.29 (Build 17931, win64, steam)
0.002 Operating system: Windows 8.1
0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
0.002 Write data path: C:/Users/user/AppData/Roaming/Factorio
0.002 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
0.023 Disabled FMA3 (auto)
0.024 Graphics options: [FullScreen: true] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: low] [Light scale: 20%] [Screen: 255]
0.025 Available display adapters: 1
0.025 [0]: \\.\DISPLAY1 - AMD Radeon R7 200 Series {0x8000005, [0,0], 1024x768, 32bit, 75Hz}
0.025 Create display on adapter 0. Size 924x668 at position [40, 32].
0.311 Initialised OpenGL:[0] AMD Radeon R7 200 Series; driver: 4.5.13431 Compatibility Profile Context 16.150.2211.0
0.343 Desktop composition is active.
0.570 Loading mod core 0.0.0 (data.lua)
0.574 Loading mod base 0.12.29 (data.lua)
0.666 Loading mod AdvancedEquipment 0.4.2 (data.lua)
0.741 Loading mod RailTanker 1.1.3 (data.lua)
1.711 Initial atlas bitmap size is 16384
1.712 Created atlas bitmap 12839x85
58.990 Sprites loaded
58.990 Loading sounds...
65.843 Factorio initialised
71.709 Loading map C:/Users\user\AppData\Roaming\Factorio\saves\No bs.zip
72.269 Info Scenario.cpp:124: Map version 0.12.29-0
73.440 Applying migration: AdvancedEquipment: AdvancedEquipment_0.3.2.lua
107.893 Steam API shutdown.
107.896 Goodbye
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Fri Apr 08, 2016 6:33 am
by Zcoolest
my guess gotta create new game for mods to apply lol which not happening least for while lol i playing it on max map settings pretty hard oh its 155 hours now lol thinking about doing youtube video show off some my systems...some which might even turn some vertrain heads really wish i wasnt playing alone......lol thats hole other issue if im having this much problems gettings mods to work there no way i can figure out how to host or join online with someone lol cause im scrub
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Fri Apr 08, 2016 7:38 pm
by Fatmice
I don't see anything wrong with your log. Recipes should show up if you have the proper research.
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Fri Apr 08, 2016 8:17 pm
by mooklepticon
Zcoolest wrote:
0.666 Loading mod AdvancedEquipment 0.4.2 (data.lua)
...
73.440 Applying migration: AdvancedEquipment: AdvancedEquipment_0.3.2.lua
107.896 Goodbye
Those don't match. Should they?
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Fri Apr 08, 2016 9:13 pm
by Fatmice
That script is part of the mod and existed even before this fork. If it is applying itself, then that simply means whichever version he was using before did not have that script. I don't see this as something concerning though as there is no error messages between that log entry and the last entry. Thus the migration script executed without error. His problem is not seeing the recipes for crafting part of the armor if I understood him correctly. This I attributed to him not having the proper research.
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Mon Apr 18, 2016 4:49 pm
by RektSalad69
Hi, I'm getting this error when I try playing my save without TimeButtons on, does anyone have an idea why it's happening?
http://imgur.com/s872AdL
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Posted: Mon Apr 18, 2016 7:48 pm
by Fatmice
That should not happen. Are you using 0.4.2? When did you disable the timer?