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Re: [MOD 0.11.x] 5dim's mod

Posted: Wed Jan 14, 2015 3:16 pm
by UntouchedWagons
Ha ha that's pretty funny. Your immature title though? Not so much.

Re: [MOD 0.11.x] 5dim's mod

Posted: Wed Jan 14, 2015 3:19 pm
by XyLe
UntouchedWagons wrote:
Ha ha that's pretty funny. Your immature title though? Not so much.
why do u even care about the title. it's the least important thing in this situation

Re: [MOD 0.11.x] 5dim's mod

Posted: Thu Jan 15, 2015 12:24 am
by diego-fm
yep, last update (0.0.3) fixed the range-to-speed drills when picked up, and the recipes too. Nice! i like the new chests, btw will you add steel versions?

One thing, i installed transport when alredady got logistics 3, so now i cant craft the long underground belts (those and the long underground pipes are awesome) mk1-3, only mk4 and mk5. And i have also installed bob's mods, and now i have two logistics 4 and 5 researchs, each with its own faster belts. These things are minor issues, though.

keep the good work :D

Re: [MOD 0.11.x] 5dim's mod

Posted: Thu Jan 15, 2015 10:22 am
by odin_spain
Thanks, your problem with the transport underground t.velts maybe is about you need more technology level.

About chest (and the rest) note that we are still working on finish a basic level of all modules, in the future we will add more stuffs expanding them.

Re: [MOD 0.11.x] 5dim's mod

Posted: Thu Jan 15, 2015 10:25 am
by XyLe
odin_spain wrote:Thanks, your problem with the transport underground t.velts maybe is about you need more technology level.

About chest (and the rest) note that we are still working on finish a basic level of all modules, in the future we will add more stuffs expanding them.
but what about infinite coal? do you think that's ok to have in the game?

Re: [MOD 0.11.x] 5dim's mod

Posted: Thu Jan 15, 2015 11:04 am
by McGuten
XyLe wrote:
odin_spain wrote:Thanks, your problem with the transport underground t.velts maybe is about you need more technology level.

About chest (and the rest) note that we are still working on finish a basic level of all modules, in the future we will add more stuffs expanding them.
but what about infinite coal? do you think that's ok to have in the game?

no, that isn't ok, we will need see the code and try to fix it, but we don't know how to make this and fix it we will take some time

Re: [MOD 0.11.x] 5dim's mod

Posted: Thu Jan 15, 2015 1:04 pm
by XyLe
McGuten wrote:
XyLe wrote:
odin_spain wrote:Thanks, your problem with the transport underground t.velts maybe is about you need more technology level.

About chest (and the rest) note that we are still working on finish a basic level of all modules, in the future we will add more stuffs expanding them.
but what about infinite coal? do you think that's ok to have in the game?

no, that isn't ok, we will need see the code and try to fix it, but we don't know how to make this and fix it we will take some time
well, thank you for noticing! but i don't see what's so hard about that. now what you do is you generate 1 coal there as soon as it has nothing in the inventory. Even though it has energy to run. That's why it becomes imba :)

I suppose you can't just change the amount of energy trains have directly? like instead of inserting coal insert the energy?

If that is so, you can maybe generate 1 fuel only if the inventory is empty and it's out of energy? in this case new fuel would be consumed instantly i'm guessing. or don't you have access to the amount of energy at all? not even available for monitoring?

I also suppose that such way can ruin the smoothness of the ride... well, i'm not really a mod-maker and i can't tell which parameters you can use.. but maybe you can have a look at the speed of the train? So when it's moving you can't pull things out of it, and you need to generate fuel inside only when it's moving or something like that because it can't be pulled out anyways.

also i suggest you to use solid fuel instead of coal , or maybe even implement your own item with a better fuel value to make it last longer.

p.s. i understand that taking the speed of train into consideration may result very rarely in "out of fuel" situation if the train stops and runs out of fuel exactly at the same time. well, maybe you can see if there's a "no fuel" error on a train and generate fuel inside in such case exclusively?

p.p.s. ye i hope my ideas are not too stupid.... :)

Re: [MOD 0.11.x] 5dim's mod

Posted: Thu Jan 15, 2015 4:33 pm
by tommot2009
I can not use any of trains stuff
for example, when I try to place the straight power rail do I have the error :

Error while running the event handler : __5dim_trains __ \ control.lua : 1139 : Map does not contain 1 player , this function can not be overused

sorry for bad English

Re: [MOD 0.11.x] 5dim's mod

Posted: Thu Jan 15, 2015 7:14 pm
by golress
tommot2009 wrote:I can not use any of trains stuff
for example, when I try to place the straight power rail do I have the error :

Error while running the event handler : __5dim_trains __ \ control.lua : 1139 : Map does not contain 1 player , this function can not be overused

sorry for bad English
I had this issue to and solved it by doing the following, but I don't know if there are any negative consequences for doing this:

1. Go to the control.lua file in the mod and find line 1139
2. Line 1139 looks like this: game.createentity{name=proxyType, position=proxyPosition, force=game.player.force}
3. Remove the ", force=game.player.force" part at the end.
4. Now line 1139 looks like this: game.createentity{name=proxyType, position=proxyPosition}

Your mod will now work. I know nothing about modding but I found that "force" is optional so that why it's safe to remove it and the mod will work. Hope this helped you.

Re: [MOD 0.11.x] 5dim's mod

Posted: Thu Jan 15, 2015 11:37 pm
by diego-fm
researched every logistics pending, 4 and 5 from your mod, and 4 and 5 from bob's mods, and no long underground belt mk1-3, but i installed this mod AFTER researching logistics 1, 2 and 3, so thats probably the problem.

Another question. is the mk4 and 5 splitters supossed to be slower than the express (mk3)? because they are but seem like they shouldn´t.

Re: [MOD 0.11.x] 5dim's mod

Posted: Fri Jan 16, 2015 5:39 am
by tommot2009
golress wrote:
tommot2009 wrote:I can not use any of trains stuff
for example, when I try to place the straight power rail do I have the error :

Error while running the event handler : __5dim_trains __ \ control.lua : 1139 : Map does not contain 1 player , this function can not be overused

sorry for bad English
I had this issue to and solved it by doing the following, but I don't know if there are any negative consequences for doing this:

1. Go to the control.lua file in the mod and find line 1139
2. Line 1139 looks like this: game.createentity{name=proxyType, position=proxyPosition, force=game.player.force}
3. Remove the ", force=game.player.force" part at the end.
4. Now line 1139 looks like this: game.createentity{name=proxyType, position=proxyPosition}

Your mod will now work. I know nothing about modding but I found that "force" is optional so that why it's safe to remove it and the mod will work. Hope this helped you.
Thx man :)

Re: [MOD 0.11.x] 5dim's mod

Posted: Sun Jan 18, 2015 12:04 am
by Airat9000
:( bug!

1 version conveer work
to other 50+ conveer in not work small in


Image
Image

Re: [MOD 0.11.x] 5dim's mod

Posted: Sun Jan 18, 2015 12:49 pm
by McGuten
Airat9000 wrote::( bug!

1 version conveer work
to other 50+ conveer in not work small in
golress wrote:
tommot2009 wrote:I can not use any of trains stuff
for example, when I try to place the straight power rail do I have the error :

Error while running the event handler : __5dim_trains __ \ control.lua : 1139 : Map does not contain 1 player , this function can not be overused

sorry for bad English
I had this issue to and solved it by doing the following, but I don't know if there are any negative consequences for doing this:

1. Go to the control.lua file in the mod and find line 1139
2. Line 1139 looks like this: game.createentity{name=proxyType, position=proxyPosition, force=game.player.force}
3. Remove the ", force=game.player.force" part at the end.
4. Now line 1139 looks like this: game.createentity{name=proxyType, position=proxyPosition}

Your mod will now work. I know nothing about modding but I found that "force" is optional so that why it's safe to remove it and the mod will work. Hope this helped you.
I will fix it in a few hours, thanks you for reports ^^

Re: [MOD 0.11.x] 5dim's mod

Posted: Mon Jan 19, 2015 2:08 pm
by McGuten
UPDATE


Changelog
Trains update to 0.0.3
  1. Fix a little bug
Transport update to 0.0.2
  1. Fix bug with long belt to ground
Everyone can comment it in this post

Re: [MOD 0.11.x] 5dim's mod

Posted: Tue Jan 20, 2015 10:02 pm
by Lukasecicek
Nice one, keep up the good work!

Re: [MOD 0.11.x] 5dim's mod

Posted: Wed Jan 21, 2015 11:31 pm
by rnorris
McGuten wrote:UPDATE

Changelog
Trains update to 0.0.3
  1. Fix a little bug
The change here seems to have fixed the crash, but now my logistic carriages are no longer being loaded/unloaded by my logistic bots. This doesn't happen right away, but after a few minutes of regular use. After a while, even new carriages that are placed down do not interact with the logistic network. Anyone else having this issue?

Edit: I've also found that in one particular instance, I picked up a requester carriage and the ghost requester chest remained under the spot where it was.

Re: [MOD 0.11.x] 5dim's mod

Posted: Tue Jan 27, 2015 12:39 pm
by odin_spain
I´m sorry to say my partner had a very big problem with his computer (it died suddenly), he had all the code inside the HD, so the mod develop is stop until he have a new computer. :(

Re: [MOD 0.11.x] 5dim's mod

Posted: Sun Feb 08, 2015 10:50 am
by the_noisies
Trains

Is it just me, or does the turret wagon attack your character and not get repaired by robots?

Re: [MOD 0.11.x] 5dim's mod

Posted: Sat Feb 21, 2015 10:18 am
by cpy
Decoration seem to be only static box graphics.

Re: [MOD 0.11.x] 5dim's mod

Posted: Sun Feb 22, 2015 11:45 am
by SKleen75
Trains

Is it just me, or does the turret wagon attack your character and not get repaired by robots?
Yes. It attacks my character and then gets blown by my epically overpowered "Advanced Equipment" weaponry.

:lol: