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!
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 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).
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.
Re: [MOD 0.11.20+] Cursed Exp - v0.3.2
Posted: Fri May 29, 2015 2:46 pm
by StanFear
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 !
Re: [MOD 0.11.20+] Cursed Exp - v0.3.2
Posted: Fri May 29, 2015 8:00 pm
by darkshadow1809
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
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Fri May 29, 2015 9:34 pm
by L0771
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!
Thanks you, issue solved on v0.3.3.
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
UberWaffe wrote:
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 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).
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 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")
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
StanFear 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've removed pollution only in the last state of the tree, but with a farm of trees, the pollution is on
i need change the first page, thanks.
darkshadow1809 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
You don't like 1 update /day, with 2 modes, are 2 updates/day
v0.3.3
- Fixes problem with mines (Thanks to flexoleonhart)
- Fixes fishers
- Fixes walls experience
- Fixes gui problems
- Now you can change the name in a started map
- Now can got talent parts doing... nothing, just do what you usually do (<-- big change)
- Now turrets don't down levels
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Fri May 29, 2015 9:56 pm
by darkshadow1809
L0771 wrote:
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!
Thanks you, issue solved on v0.3.3.
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
UberWaffe wrote:
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 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).
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 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")
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
StanFear 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've removed pollution only in the last state of the tree, but with a farm of trees, the pollution is on
i need change the first page, thanks.
darkshadow1809 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
You don't like 1 update /day, with 2 modes, are 2 updates/day
v0.3.3
- Fixes problem with mines (Thanks to flexoleonhart)
- Fixes fishers
- Fixes walls experience
- Fixes gui problems
- Now you can change the name in a started map
- Now can got talent parts doing... nothing, just do what you usually do (<-- big change)
- Now turrets don't down levels
BAM SUPAFAST. uploaded new pack lol.
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 9:30 am
by UberWaffe
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")
Updated to 0.3.3, and this worked perfectly for me. Thanks a lot!
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 8:29 pm
by MaroZz
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....
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 8:35 pm
by L0771
MaroZz 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....
Ok, i'll test in MP, thanks for report
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 9:14 pm
by sniperxblade
hello there question does it work for 0.11.18 cause i keep getting errors with older version
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 9:33 pm
by sniperxblade
also forgot to mention that im using For Factorio 0.11.5+ Cursed Exp v0.1.12 for 0.11.18. and when i toggle it off and load game i weirdly have the crafting section of cursed exp and if its fixed in later then ill just get rid of it cause im playing with a few mods i like and dont know if they will be compatible
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 9:35 pm
by L0771
sniperxblade wrote:hello there question does it work for 0.11.18 cause i keep getting errors with older version
Try with the last version, if you have a error, tell me what it say
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 9:42 pm
by OvermindDL1
L0771 wrote:
sniperxblade wrote:hello there question does it work for 0.11.18 cause i keep getting errors with older version
Try with the last version, if you have a error, tell me what it say
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
EDIT: 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.
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
Now to fix that one and any others that may be found... >.>
for f in $(find . -name '*.PNG'); do mv $f ${f:r}.png; done
And the game now starts up, so yeah just a lot of mis-named graphics files, definitely need to be careful with the capitalization there.
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 9:52 pm
by sniperxblade
check this
Screenshot (3411).png (713.18 KiB) Viewed 8545 times
ok 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 and i want to know if that is a problem like i have mostly some of the same mods as orbital potato in his series and it works perfect for him so please fix bug sorry for big pic i dont know how to shorten in sorry all mods were compatible for 0.11.22 also sorry about the name of the world i have to change it but have been having so much fun same here with graphic problem but this time it says File_Cursed_Exp/graphics/entities/turret/cursed-turret-spike-1.png not found
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 10:25 pm
by OvermindDL1
Found another error with 0.3.3 on Factorio 0.11.22, when clicking the Oxygen button and the Oxygen mod is installed:
Error while running the event handler: __Cursed-Exp__/scripts/gui.lua:4795: bad argument #1 to 'floor' (number expected, got nil)
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 10:47 pm
by sniperxblade
found new bug there is no cursed turret spike.png which is a error i get thought i should report this cause the other guy that said he had graphic errors didnt mention this but i get it for some reason
nvm fixed it i was using 0.3.2 and it has it in 0.3.3 so i just added it to 0.3.2 so i dont have to change all the png's again
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sat May 30, 2015 11:39 pm
by L0771
OvermindDL1 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.
Thanks you, i've never seen this issue
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
You have the mod in .zip? try deszip it.
the cursed-axe don't have big changes from v0.0.1, should work perfectly.
And i think must be compatible with all mods.
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sun May 31, 2015 2:09 am
by OvermindDL1
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:
A bug in the Oxygen mod maybe? I do have a playername set.
<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>
<edit id="3">
I changed the Oxygen mods Control.lua files any lines that were:
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.
</edit>
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sun May 31, 2015 3:32 am
by L0771
OvermindDL1 wrote:<edit id="1">Tested, changing `v` to be `player` seems to have fixed it.</edit>
I have "player" in my code, i'm trying to upload no more than 1 version / day
local newtp = math.floor((stats.explore.level * datos.resExplore) / 500)
if math.random(500 / datos.resExplore) <= stats.explore.level - (newtp * (500 / datos.resExplore)) then
newtp = newtp + 1
end
if newtp > 0 then
local num = math.random(6)
player.insert{name = "cursed-talent-part-" .. num, count = newtp}
if glob.cursed[player.name].opt[10] == true then
player.print({"msg.cursed",{"msg.item-bonus",newtp, game.getlocaliseditemname("cursed-talent-part-" .. num)}})
game.createentity({name="flying-text", position=player.position, text={"msg.item-bonus-flying",newtp , game.getlocaliseditemname("cursed-talent-part-" .. num)} })
end
end
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>
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.
</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.
I'm working just now in MP, i don't know what is the problem
Re: [MOD 0.11.20+] Cursed Exp - v0.3.3
Posted: Sun May 31, 2015 7:18 am
by OvermindDL1
Got another bug by clicking replace for a mine and on placing it down getting this: