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[MOD 0.12.x] AdvancedEquipment_0.5.7

Posted: Sun Feb 02, 2014 11:08 am
by darius456
Hello Everybody,

I introduce You my first small mod: "Advanced Equipment". This mod was created becouse I wish to feel like a super man... well not exactly, but i wish to have a chance in fight with horde of enemies, and dont run to my wall and turrets.

This_small_mod_contain
What else should i say, take a look at stats:
STATS
CHANGELOG
Healing Effect Movie
LINK TO YOUTUBE

Please live a comment...

Re: [MOD 0.8.x] AdvancedEquipment v0.2.0

Posted: Sun Feb 02, 2014 1:39 pm
by Gammro
None of your images seem to work. Are they in the public folder of dropbox? I would recommend rehosting them on imgur.com anyway.

Re: [MOD 0.8.x] AdvancedEquipment v0.2.0

Posted: Sun Feb 02, 2014 2:07 pm
by darius456
Gammro wrote:None of your images seem to work. Are they in the public folder of dropbox? I would recommend rehosting them on imgur.com anyway.
Fixed... I hope so.

Ps. I have forget about alien science pack... in research section :)

Re: [MOD 0.8.x] AdvancedEquipment v0.2.1

Posted: Mon Feb 03, 2014 11:27 am
by Dysoch
it looks good :P
great to see a new modder here

just 1 pointer:
you should name the folder your mod is in (inside the file) to AdvancedEquipment. Not AdvancedEquipment v0.2.1.
this makes it easier to update when you release a new update.

Re: [MOD 0.8.x] AdvancedEquipment v0.2.1

Posted: Mon Feb 03, 2014 2:31 pm
by Vitduo
Exoskeletons have no corresponding lines in locale files.
And items and technologies descriptions in your mod is not good idea because it obviously ;)

Re: [MOD 0.8.x] AdvancedEquipment v0.2.1

Posted: Sun Feb 09, 2014 12:26 pm
by Math3vv
OMG dat graphics O_O, this looks just awsome (and OP :twisted: )!!
But its nice to have a chance not to get killed :)

Re: [MOD 0.8.x] AdvancedEquipment v0.2.1

Posted: Mon Feb 10, 2014 12:23 pm
by darius456
Math3vv wrote:OMG dat graphics O_O, this looks just awsome (and OP :twisted: )!!
But its nice to have a chance not to get killed :)
I have found this graphic on GOOGLE and i adapt them to my purposes. Simply change colour, size, make them transparent... im not an author of this image.

Re: [MOD 0.8.x] AdvancedEquipment v0.2.2

Posted: Mon Feb 10, 2014 3:46 pm
by Vitduo
Thank you for fix.
Horizontal Battery - just
add water
rotate it!
Cool idea!

Re: [MOD 0.8.x] AdvancedEquipment v0.2.2

Posted: Mon Feb 10, 2014 4:33 pm
by zerotooll
hi all!
sory for my english ^)
i have problem after launch factorio with this mod ( factorio v0.8.8, mod v0.2.2)
this is my problem: http://clip2net.com/s/6NeqLf

with best regards!


ЗЫ. если русские отпишутся буду признателен. Заранее благодарен, уж очень поиграться хочется с данным модом

Re: [MOD 0.8.x] AdvancedEquipment v0.2.2

Posted: Mon Feb 10, 2014 5:00 pm
by Vitduo
zerotooll wrote:hi all!
sory for my english ^)
i have problem after launch factorio with this mod ( factorio v0.8.8, mod v0.2.2)
this is my problem: http://clip2net.com/s/6NeqLf

with best regards!


ЗЫ. если русские отпишутся буду признателен. Заранее благодарен, уж очень поиграться хочется с данным модом
Ога. Я украинец, смыслю в русском, лазаю тут
, а также на дуде игрец
. Да, это ошибка, щас сформулируем багрепорт.
Author, please, look to \AdvancedEquipment\prototypes\entity\AdvancedEquipment.lua
One of the latest lines

Re: [MOD 0.8.x] AdvancedEquipment v0.2.2

Posted: Mon Feb 10, 2014 6:46 pm
by darius456
Vitduo wrote:
zerotooll wrote: Author, please, look to \AdvancedEquipment\prototypes\entity\AdvancedEquipment.lua
One of the latest lines
Fixed, just download new file from first post. Name of file is the same.
Sorry for my misstake, It was remains of my experiment...

Re: [MOD 0.8.x] AdvancedEquipment v0.2.2

Posted: Mon Feb 10, 2014 7:42 pm
by Vitduo
Personal laser defense from vanilla game has 5 damage, your PLD mk2 has 1 damage :?:

Re: [MOD 0.8.x] AdvancedEquipment v0.2.2

Posted: Mon Feb 10, 2014 7:45 pm
by darius456
Vitduo wrote:Personal laser defense from vanilla game has 5 damage, your PLD mk2 has 1 damage :?:
Take a look at range... 1st post. I use it to force mobs to attack me, when they come they can feel MK7 one. It's range is bigger then worm.

Re: [MOD 0.8.x] AdvancedEquipment v0.2.2

Posted: Mon Feb 10, 2014 7:55 pm
by zerotooll
darius thanks for operative fix!

if i can find any bug i post it here :)

with best regards!

Re: [MOD 0.8.x] AdvancedEquipment v0.2.2

Posted: Mon Feb 10, 2014 8:11 pm
by Vitduo
darius456 wrote: Take a look at range... 1st post. I use it to force mobs to attack me, when they come they can feel MK7 one. It's range is bigger then worm.
Ow... Sorry... It is personal... Laser pointer MK2 8-)

Re: [MOD 0.8.x] AdvancedEquipment v0.3.0

Posted: Thu Feb 13, 2014 2:17 pm
by darius456
New version uploaded to 1st post.
Please live a comment.

Re: [MOD 0.8.x] AdvancedEquipment v0.3.0

Posted: Thu Feb 13, 2014 3:14 pm
by Vitduo
Healing effect similar as paladin's aura, lol.
Good work!

Re: [MOD 0.9.0] AdvancedEquipment v0.3.1

Posted: Mon Feb 17, 2014 2:19 pm
by darius456
New version uploaded to 1st post.
Factorio v0.9.0 compatible

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

Posted: Sat Mar 08, 2014 7:51 pm
by slay_mithos
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.

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

Posted: Sat Mar 08, 2014 7:57 pm
by sparr
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