[mod 0.12.4]AdvancedEquipment v0.4.0
[mod 0.12.4]AdvancedEquipment v0.4.0
AdvancedEquipment v0.4.0:
Description:
Please see the original topic at:
https://forums.factorio.com/forum/vie ... =87&t=2185
Details:
Factorio Version: 0.12.0
Released: July 20th 2015
License: I do not own this mod, and thereby the original author may freely use this update to continue his/her own mod.
Tags: Advanced equipment
Download:
https://forums.factorio.com/forum/dow ... hp?id=5019
Description:
Please see the original topic at:
https://forums.factorio.com/forum/vie ... =87&t=2185
Details:
Factorio Version: 0.12.0
Released: July 20th 2015
License: I do not own this mod, and thereby the original author may freely use this update to continue his/her own mod.
Tags: Advanced equipment
Download:
https://forums.factorio.com/forum/dow ... hp?id=5019
Last edited by jorgenRe on Wed Aug 26, 2015 12:41 pm, edited 2 times in total.
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Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [0.12.0]AdvancedEquipment v0.4.0
Thanks! I was about to make this myself, just finished making from scratch Mk3-Mk8 batteries when I thought wait, has someone already done this?
EDIT: Need to check numbers for batteries, Mk2 gives 500KJ, then Mk3 gives 10KJ, Mk7 giving 30KJ.
EDIT: Need to check numbers for batteries, Mk2 gives 500KJ, then Mk3 gives 10KJ, Mk7 giving 30KJ.
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Re: [0.12.0]AdvancedEquipment v0.4.0
The energy production for the generators are all wrong in this mod. Likely due to version 0.12 increasing the power generation.
Could you please fix this? Not sure what else is wrong in the mod. Likely just the power.
Thanks!
Could you please fix this? Not sure what else is wrong in the mod. Likely just the power.
Thanks!
Re: [0.12.0]AdvancedEquipment v0.4.0
This should work better with new power values in 0.12.
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Re: [0.12.0]AdvancedEquipment v0.4.0
The horizontal batteries values are still wrong.
Re: [0.12.0]AdvancedEquipment v0.4.0
I'm not the creator of this mod so you should post it in the original topic !LordSkaven wrote:The horizontal batteries values are still wrong.
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Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Ok will do I have fixed it in this zip and will upload it here and in the main topic.
- Attachments
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- AdvancedEquipment_0.4.1.zip
- Fixed horizontal battery values
- (1.27 MiB) Downloaded 528 times
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0
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.
I would love it if we looked into adding the new robo ports into it.
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
This mod is along the same lines, but is kept updated, and personally I like it a lot more: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.
https://forums.factorio.com/forum/vie ... 93&t=14894
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?Peter34 wrote:This mod is along the same lines, but is kept updated, and personally I like it a lot more: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.
https://forums.factorio.com/forum/vie ... 93&t=14894
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
HMMMMM im not sure so you may want to check it out yourselves !Kane wrote:Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?Peter34 wrote:This mod is along the same lines, but is kept updated, and personally I like it a lot more: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.
https://forums.factorio.com/forum/vie ... 93&t=14894
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0
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:jorgenRe wrote:HMMMMM im not sure so you may want to check it out yourselves !Kane wrote:Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?Peter34 wrote:This mod is along the same lines, but is kept updated, and personally I like it a lot more: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.
https://forums.factorio.com/forum/vie ... 93&t=14894
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
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!
Would someone who is able to please take care of this mod? Please!
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
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.
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
yes of course it is worth it if its working better !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.
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
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.Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Since you fixed this file, do you know how I can turn off the 'clock' (timer).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.Edit: I made one small lua change to decrease wrapper object creation.
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
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0
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
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
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
Seems like 'nil' is the problem...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
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
You don't need to comment anything just issueMurlocking 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
/c remote.call("AdvEq","show_timer")
to disable
/c remote.call("AdvEq","show_timer",1)
to reenable
Can't be helped, the trailing behind of the aura is part of how the base game hides latency.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)
Fixed nil crash when dying while healing in multiplayer.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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Re: [mod 0.12.4]AdvancedEquipment v0.4.0
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!
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!