I have a test environment in which I test downloaded mods before I use them in games. Adding a mod while loading a save file, I get "Require can't be used outside of control.lua parsing."
I see this error with a number of mods, so I assume this was allowed at some point. Is this a bug introduced in Factorio or do all modders have to be told to fix their mods?
[Rseding91] Mods using Require in migration scripts
[Rseding91] Mods using Require in migration scripts
Attila's QuickBar Mod - Auto-links hand crafted item to first free quickbar slot if not already linked.
Attila's Signals Mod - Alternate signals to use in same circuit as standard signals.
Attila's Zoom Mod - Modifies zoom functionality.
Attila's Signals Mod - Alternate signals to use in same circuit as standard signals.
Attila's Zoom Mod - Modifies zoom functionality.
Re: Mods using Require in migration scripts
Thanks for letting us know. It should be allowed in migration scripts but I guess I missed it. I'll get it fixed.
If you want to get ahold of me I'm almost always on Discord.
Re: [Rseding91] Mods using Require in migration scripts
Hi
Just upgraded to [0.17.58] and I am also experiencing this problem.
Full message being displayed once I load my save game is:
@__stdlib__/stdlib/core.lua:50: __stdlib__/stdlib/area/position.lua:504: Require can't be used outside of control.lua parsing.
This seems to repeat indefinitely.
Cheers
Just upgraded to [0.17.58] and I am also experiencing this problem.
Full message being displayed once I load my save game is:
@__stdlib__/stdlib/core.lua:50: __stdlib__/stdlib/area/position.lua:504: Require can't be used outside of control.lua parsing.
This seems to repeat indefinitely.
Cheers
Re: [Rseding91] Mods using Require in migration scripts
Make sure to update your mods
Re: [Rseding91] Mods using Require in migration scripts
Thank you Nexela. That did the trick.
I'm a newbie when it comes to dealing with experimental releases.
I'm a newbie when it comes to dealing with experimental releases.