[MOD 0.12] Hazzard's Gravestone Mod

Topics and discussion about specific mods
Factorio2016
Fast Inserter
Fast Inserter
Posts: 136
Joined: Wed Dec 23, 2015 1:17 pm
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Factorio2016 »

MOD - larger inventories? Which increases the capacity of the character?
YES, with this mod all compatible.
English is not my native language. Translator.
Murlocking
Long Handed Inserter
Long Handed Inserter
Posts: 66
Joined: Thu Mar 10, 2016 11:41 pm
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Murlocking »

Factorio2016 wrote:MOD - larger inventories? Which increases the capacity of the character?
YES, with this mod all compatible.
Funny you say yes because it's actually NOT.

It will work but if you die with a full inventory and you're also using Extra Toolbelts mod you will lose a lot of stuffs, happened twice to someone on my server.

The Gravestone chest as a limited inventory from what I can tell.
SirRichie
Fast Inserter
Fast Inserter
Posts: 244
Joined: Wed Feb 25, 2015 4:50 pm
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by SirRichie »

concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some
Ratzap
Filter Inserter
Filter Inserter
Posts: 371
Joined: Sun Aug 16, 2015 11:15 pm
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Ratzap »

SirRichie wrote:concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some

Aha, this explains why a bunch of my stuff went missing earlier tonight.
Murlocking
Long Handed Inserter
Long Handed Inserter
Posts: 66
Joined: Thu Mar 10, 2016 11:41 pm
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Murlocking »

Ratzap wrote:
SirRichie wrote:concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some

Aha, this explains why a bunch of my stuff went missing earlier tonight.
Someone sent me a private message

" gravestone-mod_2.0.0.zip -> prototypes -> entity.lua

Line 23
inventory_size = 89

Try to change to fit you! :) "
studmuffin
Inserter
Inserter
Posts: 44
Joined: Fri Apr 01, 2016 4:41 pm
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by studmuffin »

Simply beautiful. My friend keeps dying and calling me to restart the server. Gets complicated trying to make sure we have the right save. Don't have to worry anymore!
tetryon
Fast Inserter
Fast Inserter
Posts: 190
Joined: Wed Nov 04, 2015 2:49 am
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by tetryon »

Can the gravestone be made to include things in your hand when you die? and stuff that you're crafting?
Vas
Long Handed Inserter
Long Handed Inserter
Posts: 91
Joined: Tue Apr 12, 2016 11:02 pm
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Vas »

Doesn't seem to work for me.

_ _ gravestone-mod__/control.lua:7: attempt to index global 'game' (a nil value)
You can get my mods by clicking here, and use discussions there or PMs here to suggest or report issues.
Want some blueprints made by me? Click here then!
Sacredd
Long Handed Inserter
Long Handed Inserter
Posts: 93
Joined: Fri Mar 18, 2016 9:30 am
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by Sacredd »

I hope Hazzard don'd mind.
I have modiefied the mod and increased size of the chest to 200.
Attachments
gravestone-mod_1.0.31.zip
(25.71 KiB) Downloaded 202 times
clairaoswald
Burner Inserter
Burner Inserter
Posts: 15
Joined: Tue Mar 15, 2016 3:29 am
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by clairaoswald »

Any chance of a 0.13 version of this?
User avatar
jakimfett
Inserter
Inserter
Posts: 24
Joined: Sat Aug 22, 2015 3:28 am
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by jakimfett »

clairaoswald wrote:Any chance of a 0.13 version of this?
It looks like Hazzard hasn't been online in 8+ months.

However, the mod is licensed under GPLv2, so I've put it on github and updated it for Factorio v0.13.x.

Fair warning, this is a pre-release, make backups of your world if you value it at all, and please report all bugs you encounter on github.

Seriously, make backups.
I'll put it up on the mod portal once I do a bit more testing.
Latest version is up on the mod portal.

Hazzard, if you come back, I'll happily transfer everything over to you, I just wanted to continue the work on this super useful mod.
Pyromaniac technomancer blacksmith with Steampunk tendencies.
clairaoswald
Burner Inserter
Burner Inserter
Posts: 15
Joined: Tue Mar 15, 2016 3:29 am
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by clairaoswald »

Thanks
User avatar
jakimfett
Inserter
Inserter
Posts: 24
Joined: Sat Aug 22, 2015 3:28 am
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by jakimfett »

I updated the mod for v0.14 and updated it in the mod portal.
https://mods.factorio.com/mods/jakimfett/gravestones

EDIT: Correctness.
Last edited by jakimfett on Wed Feb 22, 2017 2:55 am, edited 1 time in total.
Pyromaniac technomancer blacksmith with Steampunk tendencies.
SquarelyCircle
Long Handed Inserter
Long Handed Inserter
Posts: 51
Joined: Sat Jan 07, 2017 12:17 am
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by SquarelyCircle »

jakimfett wrote:Also, whoever "ToadRoach" is, they should take their blatant ripoff off the mod portal and/or provide proper credit.
Although ToadRoach is using the same idea, if you look at the code for the mods, it's clearly an original creation. He does credit the graphic to Hazzard, but the code looks like he made it himself. Compare the control.lua, for example. While Hazzard's gravestone defines the inventory starting with "for i, id in ipairs", ToadRoach defines the inventory with " for _, inventory_type in ipairs". Similarly, ALL of the code has differences like this, with different techniques employed in the various files. If Toadroach was truly copying the code, he went way, way out of his way to hide the fact, which is absurd to believe. He also fixed the limited inventory issue, added massively annoying mining time, and added a "memorial" that remains even after you mined the tombstone.

It may be the same idea, but it's definitely a different mod.
User avatar
jakimfett
Inserter
Inserter
Posts: 24
Joined: Sat Aug 22, 2015 3:28 am
Contact:

Re: [MOD 0.12] Hazzard's Gravestone Mod

Post by jakimfett »

SquarelyCircle wrote: ...snip insightful analysis...
It may be the same idea, but it's definitely a different mod.
...I stand corrected! My apologies for assuming without researching. I'll amend my previous post.
Pyromaniac technomancer blacksmith with Steampunk tendencies.
Post Reply

Return to “Mods”