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Re: [MOD 0.9.x] AdvancedEquipment v0.3.1

Posted: Sat Mar 08, 2014 8:21 pm
by darius456
sparr wrote:
slay_mithos wrote:I am sad to report that the mod doesn't quite work with 0.9.2, it makes my game crash when I try to load a game, even a newly generated and just saved/loaded right at the start.

I have no clue about what does that, so I can't help fixing it, and that's sad, because it was a very decent mod, when playing with the hard mobs of DyTech, and F-mod helping with alien researches.
Any mod that has new GUI elements causes crashing on load with 0.9.2. This bug is acknowledged and will be fixed in 0.9.3
Thx sparr for defending my mod, everything sparr said is true. There is a topic on this forum about that.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.1

Posted: Sun Mar 09, 2014 6:44 am
by DRBLN
sparr wrote:
slay_mithos wrote:I am sad to report that the mod doesn't quite work with 0.9.2, it makes my game crash when I try to load a game, even a newly generated and just saved/loaded right at the start.

I have no clue about what does that, so I can't help fixing it, and that's sad, because it was a very decent mod, when playing with the hard mobs of DyTech, and F-mod helping with alien researches.
Any mod that has new GUI elements causes crashing on load with 0.9.2. This bug is acknowledged and will be fixed in 0.9.3
Do you mean that topic?
https://forums.factorio.com/forum/vie ... =30&t=2715

Re: [MOD 0.9.x] AdvancedEquipment v0.3.1

Posted: Sun Mar 09, 2014 8:07 am
by darius456
Yes

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sat Mar 15, 2014 10:07 pm
by darius456
Next update is out there in 1st post. There was a few minor changes that apply to gui and code. And of course this version is 100% compatible to factorio v0.9.3.

Any ideas what can I add to this mod :?:

Could anybody explain how to create post that contain this element:
Image

Have a nice day/night

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sat Mar 15, 2014 10:08 pm
by ficolas

Code: Select all

[spoiler=Next version spoiler][/spoiler]
Next version spoiler

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sat Mar 15, 2014 10:26 pm
by kovarex
If you want inspiration, I had an idea that might get to the core someday, but It would probably need the modding changes.
Some kind of equipment, that would keep up to X of guarding biters following you and helping in the fight :)

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sat Mar 15, 2014 10:36 pm
by slay_mithos
As an FYI, I changed a few things on the mod to make it play better with 0.9.3, UI wise.

If you wish, I can upload the files I changed (and the one I added for custom subgroups), just say it.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sat Mar 15, 2014 10:50 pm
by darius456
kovarex wrote:If you want inspiration, I had an idea that might get to the core someday, but It would probably need the modding changes.
Some kind of equipment, that would keep up to X of guarding biters following you and helping in the fight :)
I have thought about that but I don't know how to force biters to fallow me (player) and how force my biters to attack enemies.
* - "and how force my biters to attack enemies." never mind biters with game.forces.player will automatically attack enemies biters. But still don't know how to force bitters to fallow me. Any help... kovarex?

I have thought about that few more minutes and I thing that I know how to do that, but please answear me for one question. How to check if item name xxx is inside my body armor?
slay_mithos wrote:As an FYI, I changed a few things on the mod to make it play better with 0.9.3, UI wise.

If you wish, I can upload the files I changed (and the one I added for custom subgroups), just say it.
FYI?? Explain please.
I would be grateful for your help, maybe I will learn something, and of course if your changes are "make it play better with 0.9.3, UI wise." and you agree I will implement it to mod.
You can simply mail it to me... I will send email via pm.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 12:25 am
by slay_mithos
For the 'follow', you could cheat the game by removing their 'attack', and telling them to hunt the player.

Not sure it would be any good though, because you would end up having them swarming you when you stop, making your life a pain when building, or trying to access chests.

Not to mention that you would need to always have cars in your inventory, in case they decide to swarm around your car while you are driving.


Maybe you could change that to some kind of defender robots, like those from the capsules, but feeding on your power armour's energy.
That would make much more sense, and might be way easier to do, as the only difference with the actual defender bots is that they take energy and don't time out.

Just my two cents.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 6:56 am
by ssilk
Hm. The behavior of the biters needs to be exchanged. In an object oriented context it means exchanging the class, which controls the behavior.

I think there needs to be many experiments because of two reasons:
- controlling many soon gets performance critical. It should be avoided to control all/many via lua.
- there are general behaviors like "go to X, if there is Y then change to behavior A, else behavior B"

I think things are needed:
1. Changing a behavior of something possible via lua
2. An experimental behavior, where everything can be controlled via lua (I think something like that must be already existing)
3. A kind of specialized PL where you can replace parts of of #2 with faster functions. Like "if there is a sound, go to that location, attack enemies on the way to that point, then search within radius of sight for enemy-type, if there is enemy change behavior to fight, after fight repeat search. If nothing found, return to starting point."

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 9:49 am
by DRBLN
Please, advise how to fix that:
I just want to set the condition for the smart inserter, but that is impossible due to the bug.

Possible solution: to move your items to a different sub-category.
But I don't know how to do that :(

Image

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 11:11 am
by DRBLN
I fixed it by adding a subgroup

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 11:36 am
by darius456
DRBLN wrote:Please, advise how to fix that:
I just want to set the condition for the smart inserter, but that is impossible due to the bug.

Possible solution: to move your items to a different sub-category.
But I don't know how to do that :(
Will be fixed in next version... I thing this night i will upload it.

Already posted a new version in 1st post. Bug discovered by slay_mithos and DRBLN was fixed. :)

ficolas thx for spoiler :mrgreen:

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 12:45 pm
by slay_mithos
DRBLN wrote:I fixed it by adding a subgroup
Funny thing being that it's exactly what I sent him by e-mail, all the equipments put into two new subgroups to keep things clean-ish.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Sun Mar 16, 2014 2:52 pm
by Elijah
Thank you for fixing it. Now my Very-HighVery-High-Rich gamemode sounds possible again ! :)

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Mon Mar 17, 2014 3:26 pm
by Vitduo
It... Translate to Russian

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Mon Mar 17, 2014 4:39 pm
by LightSand
Спасибо (Thanks).

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Mon Mar 17, 2014 5:42 pm
by darius456
Vitduo wrote:It... Translate to Russian
I will merge it with my mod in next version, unless you don't agree?

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Mon Mar 17, 2014 6:17 pm
by Vitduo
I agree, of course ;)

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Wed Mar 26, 2014 7:19 pm
by SpencerS145
EDIT: Wow, I really did not think this post through well enough. I'm terribly sorry for the inconvenience I've burdened on you all.