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[mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Tue Jul 21, 2015 10:47 am
by jorgenRe
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

Re: [0.12.0]AdvancedEquipment v0.4.0

Posted: Sat Jul 25, 2015 12:53 am
by thurak126
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.

Re: [0.12.0]AdvancedEquipment v0.4.0

Posted: Wed Jul 29, 2015 11:46 pm
by factoriouzr
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!

Re: [0.12.0]AdvancedEquipment v0.4.0

Posted: Sat Aug 01, 2015 10:56 am
by thurak126
AdvancedEquipment_0.4.0.zip
(1.28 MiB) Downloaded 2588 times
This should work better with new power values in 0.12.

Re: [0.12.0]AdvancedEquipment v0.4.0

Posted: Wed Aug 26, 2015 11:10 am
by LordSkaven
The horizontal batteries values are still wrong.

Re: [0.12.0]AdvancedEquipment v0.4.0

Posted: Wed Aug 26, 2015 12:41 pm
by jorgenRe
LordSkaven wrote:The horizontal batteries values are still wrong.
I'm not the creator of this mod so you should post it in the original topic ;)!

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Thu Aug 27, 2015 11:00 am
by LordSkaven
Ok will do I have fixed it in this zip and will upload it here and in the main topic.

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Thu Sep 17, 2015 7:41 pm
by Kane
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.

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Fri Sep 18, 2015 2:29 am
by Peter34
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.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Fri Sep 18, 2015 2:40 am
by Kane
Peter34 wrote:
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.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Fri Sep 18, 2015 3:02 pm
by jorgenRe
Kane wrote:
Peter34 wrote:
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.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?
HMMMMM im not sure so you may want to check it out yourselves ;)!

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Fri Sep 18, 2015 3:24 pm
by Kane
jorgenRe wrote:
Kane wrote:
Peter34 wrote:
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.
This mod is along the same lines, but is kept updated, and personally I like it a lot more:
https://forums.factorio.com/forum/vie ... 93&t=14894
Does it have insane recipes / research that lets you do crazy stuff but have to wait a lifetime?
HMMMMM im not sure so you may want to check it out yourselves ;)!
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:
Image

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Thu Oct 15, 2015 11:21 pm
by r0bster
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! ;)

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Mon Nov 23, 2015 9:29 pm
by kyborek
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.

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Tue Nov 24, 2015 11:41 am
by jorgenRe
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.
yes of course it is worth it if its working better :D!

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Thu Mar 17, 2016 6:59 pm
by Fatmice
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.
AdvancedEquipment_0.4.1.zip
(1.27 MiB) Downloaded 316 times
Edit: I made one small lua change to decrease wrapper object creation.

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Sun Mar 27, 2016 8:30 pm
by Murlocking
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.
AdvancedEquipment_0.4.1.zip
Edit: I made one small lua change to decrease wrapper object creation.
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 :o

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Sun Mar 27, 2016 9:05 pm
by Murlocking
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
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
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
Seems like 'nil' is the problem...

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Sun Mar 27, 2016 11:05 pm
by Fatmice
Murlocking 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 :o
You don't need to comment anything just issue
/c remote.call("AdvEq","show_timer")
to disable
/c remote.call("AdvEq","show_timer",1)
to reenable
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)
Can't be helped, the trailing behind of the aura is part of how the base game hides latency.
Fixed nil crash when dying while healing in multiplayer.
AdvancedEquipment_0.4.2.zip
(1.27 MiB) Downloaded 205 times

Re: [mod 0.12.4]AdvancedEquipment v0.4.0

Posted: Mon Mar 28, 2016 12:01 am
by Murlocking
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!