Cursed Exp - Main

Topics and discussion about specific mods
Post Reply
User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

this happens with 0.1.12?
this line is only
if game.players[k].character then --(= v.character)

I think this can't give this error, maybe is a old version?

EDIT: maybe is a bug, what version do you have before?
I'll download the new modpack and test it ^^

EDIT2: Please download modpack again or only update cursed for version 0.1.12 (if you have a poor internet speed like me XD)

User avatar
flexoleonhart
Inserter
Inserter
Posts: 28
Joined: Tue May 27, 2014 6:41 am
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by flexoleonhart »

sorry. i think that my mistake. I copy my saves to work pc and dont change Nickname in game... + i redownload as you say modpack.

but i cant build mines...
screens
and how i can build walls? Image

and forget: how i can use Cursed donation? It have oqther name. And icant use it nowhere
Last edited by flexoleonhart on Wed Feb 25, 2015 7:38 am, edited 1 time in total.

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

I think "builds" button should say "entities" :/

When you buy a mine, it should be in your inventory, maybe if you have the inventory full should give a error.
Write in console:
/c game.player.insert({name="cursed-drill-1",count=1})

My error, maybe for 0.2 i'll show a error if you don't have a slot for the drill

User avatar
flexoleonhart
Inserter
Inserter
Posts: 28
Joined: Tue May 27, 2014 6:41 am
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by flexoleonhart »

i found: when BELT full mine not added to me.... i think same with turrets

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

flexoleonhart wrote:and how i can build walls?
you can't :twisted:
Is a change for 0.2, all the wall is done, really i've rewrited all the wall format (are pipes, without exterior connection) now i have problems with doors, maybe is for a next version.
for 0.2
flexoleonhart wrote:i found: when BELT full mine not added to me.... i think same with turrets
yep, i haven't a condition for this, i'll change for 0.2 (a lot of conditions and messages)

User avatar
flexoleonhart
Inserter
Inserter
Posts: 28
Joined: Tue May 27, 2014 6:41 am
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by flexoleonhart »

L0771 wrote:yep, i haven't a condition for this, i'll change for 0.2 (a lot of conditions and messages)
i have idia: may be all things bought in your mod add to BANK? if it possible.

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

flexoleonhart wrote:
L0771 wrote:yep, i haven't a condition for this, i'll change for 0.2 (a lot of conditions and messages)
i have idia: may be all things bought in your mod aded to BANK? if it possible.
Is possible, but i thought it if you don't have space for it, is more of nothing.
This needs only one condition, if can add the item, add or give a error and don't spend this talent.

User avatar
flexoleonhart
Inserter
Inserter
Posts: 28
Joined: Tue May 27, 2014 6:41 am
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by flexoleonhart »

how i can use Cursed donation? It have other name then blood. And i cant use it nowhere

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

You can donate 1 time every 12hours (every donation is 2.5litres of blood)
Can stack 4 times.
Every donation take 50 hp.
donation

User avatar
flexoleonhart
Inserter
Inserter
Posts: 28
Joined: Tue May 27, 2014 6:41 am
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by flexoleonhart »

You need faq at 1st page with this screnshots :-) and more RED BIG WORDS

n9103
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Feb 20, 2013 12:09 am
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by n9103 »

If you were asking what you can use the cursed donation for (as I imagine, since it's non-obvious), you hold it and click on a cursed tank to deposit the donations.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

flexoleonhart wrote:You need faq at 1st page with this screnshots :-) and more RED BIG WORDS
ok, i'll do it
n9103 wrote:If you were asking what you can use the cursed donation for (as I imagine, since it's non-obvious), you hold it and click on a cursed tank to deposit the donations.
yep, but i'll add this pics to main post for help :)

And you can produce bonus of donation with exploration stat, like all, if you have a lot, can produce x2, x3, x10 without limit

Nagshell
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Wed Feb 25, 2015 1:53 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by Nagshell »

So... what are those walls? Because i see a lot of code for them and they are not available in-game.
Will they appear later? (*_* )

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

Nagshell wrote:So... what are those walls? Because i see a lot of code for them and they are not available in-game.
Will they appear later? (*_* )
i'm working on the wall (with a break for 4 days xD)
maybe for the next week (or before), the version 0.2 is finished.

Nagshell
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Wed Feb 25, 2015 1:53 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by Nagshell »

Great to hear that.

Btw, it's really hard to get talents after some quick first ones, also i never got talents 3-6. How to you recommend getting them?
I had only 1 idea of making like HUGE cursed tree farm, but I made 5 farms and it still was so sloooow to even get talent 1, and I'd like to get some 3-6, but never had a chance except like 2 mines i've got from banking all talents i got from lvling.
Any suggestions on getting more of them?
EDIT: Also, crafting bonus of getting more items is nice, but it's pretty damm annoying. Maybe that stat could improve crafting speed, not chanced "bonus"?

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

Nagshell wrote:Great to hear that.

Btw, it's really hard to get talents after some quick first ones, also i never got talents 3-6. How to you recommend getting them?
I had only 1 idea of making like HUGE cursed tree farm, but I made 5 farms and it still was so sloooow to even get talent 1, and I'd like to get some 3-6, but never had a chance except like 2 mines i've got from banking all talents i got from lvling.
Any suggestions on getting more of them?
EDIT: Also, crafting bonus of getting more items is nice, but it's pretty damm annoying. Maybe that stat could improve crafting speed, not chanced "bonus"?
Each level up of every stat gives a talent tier 1, lvl up of general stat (is like lvl of character) give talent tier 2.
you can change this talents with talents exchanger.
And can farm talents with a hearts farm (make a field of treefarm and give cursed seeds)

I haven't access to crafting speed, is possible, but i need to make a lot of recipes (like 300 recipes of every recipe), the only way is bonus of items, and is soo op, with level 250 you have 1 item free every crafted item - with level 275 you have 1 item bonus and 10% to get other item bonus. I know, this maybe is useless with some items, but for this items, you can use the "wall trash", and give them all junk items, i think is the best way.
But all talents are OP, and talent part x bonus, give 1/20 more of talents from hearts (5% more).

Thanks for feedback.

Rasnath
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Mar 01, 2015 8:43 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by Rasnath »

Hiya, so I am getting this error while using ShadowsMegaPack. Please help.

Error while running the event handler: __Cursed-Exp__/control.lua:178: Item stack count has to a be positive number

Nagshell
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Wed Feb 25, 2015 1:53 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by Nagshell »

There is a command in console that makes you craft faster:
game.player.force.manualcraftingspeedmodifier=1000
Maybe you can use that?


How walls will work?

Keep up good work, man, you're awesome.

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by L0771 »

Rasnath wrote:Error while running the event handler: __Cursed-Exp__/control.lua:178: Item stack count has to a be positive number
With a pretty text it said: Use a nick in Options > Others > Multiplayer Username, now crash :c
Please, select a nickname.
Nagshell wrote:There is a command in console that makes you craft faster:
game.player.force.manualcraftingspeedmodifier=1000
Maybe you can use that?
This is for the force, isn't compatible with multiplayer, and with "classes", maybe a "crafter" habe more bonus than all others.
Nagshell wrote:How walls will work?
Yep, wall works 100%, the gate (added after finish the wall, my bad, now i'll rewrite a lot of code) work 20% (can "set" a gate, but i haven't a entity without collision and with fluids)
Nagshell wrote:Keep up good work, man, you're awesome.
Thanks you ;)

n9103
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Feb 20, 2013 12:09 am
Contact:

Re: [MOD 0.11.5+] Cursed Exp - v0.1.12

Post by n9103 »

L0771 wrote:
Nagshell wrote:How walls will work?
Yep, wall works 100%, the gate (added after finish the wall, my bad, now i'll rewrite a lot of code) work 20% (can "set" a gate, but i haven't a entity without collision and with fluids)
They were asking how you set up the walls and how to use them.
Good to know the wall code is at 100% now.
Have you considered making an entity that acts like an underground pipe, and having the gate span the area between the end points?
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

Post Reply

Return to “Mods”