Search found 8 matches
- Tue Sep 01, 2020 5:53 pm
- Forum: Logistic Train Network
- Topic: Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
- Replies: 7
- Views: 3061
- Fri Aug 28, 2020 1:10 pm
- Forum: Logistic Train Network
- Topic: Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
- Replies: 7
- Views: 3061
Re: Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
I found out that it happens when a train stops at a Logistic Train Stop.
- Fri Aug 28, 2020 12:48 pm
- Forum: Logistic Train Network
- Topic: Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
- Replies: 7
- Views: 3061
Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
The mod LTN - Logistic Train Network (1.14.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event LogisticTrainNetwork::on_train_changed_state (ID 23)
__LogisticTrainNetwork__/script/train-events.lua:94: attempt to index local 'delivery' (a nil ...
Please report this error to the mod author.
Error while running event LogisticTrainNetwork::on_train_changed_state (ID 23)
__LogisticTrainNetwork__/script/train-events.lua:94: attempt to index local 'delivery' (a nil ...
- Wed Aug 19, 2020 7:12 pm
- Forum: Mods
- Topic: [MOD 0.13] Progressive running
- Replies: 52
- Views: 27425
Re: [MOD 0.13] Progressive running
Failed to load mods: Error while loading custom-input prototype "progrun_hotkey" (custom-input): Unknown consuming type: script-only
Modifications: Progressive Running (smooth acceleration)
Mods to be disabled:
- ProgressiveRunning (1.18.0)
Modifications: Progressive Running (smooth acceleration)
Mods to be disabled:
- ProgressiveRunning (1.18.0)
- Tue Aug 18, 2020 8:46 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 31397
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
I love the idea of the mod.
I'm trying to understand why and what part of NauvisDay eat up CPU time, maybe I can change some setting or feature and make it a bit easier for the FPS.
There is active tick code, but I have never had an issue with it significantly harming the UPS...
It's not ...
- Mon Aug 17, 2020 1:42 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 31397
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
I love the idea of the mod.
I'm trying to understand why and what part of NauvisDay eat up CPU time, maybe I can change some setting or feature and make it a bit easier for the FPS.
I'm trying to understand why and what part of NauvisDay eat up CPU time, maybe I can change some setting or feature and make it a bit easier for the FPS.
- Fri Aug 14, 2020 3:55 am
- Forum: Ideas and Suggestions
- Topic: "Total raw" calculation
- Replies: 11
- Views: 49790
Re: "Total raw" calculation
Yep, but that is not the information I was looking for. I basically need the output of that LUA script from 0.17, to do some data mining. So I was looking for a way the script would work for me. But so far Someone's LUA-Console mod didn't help in running the script, as I do not have the experience ...
- Fri Aug 14, 2020 12:10 am
- Forum: Ideas and Suggestions
- Topic: "Total raw" calculation
- Replies: 11
- Views: 49790
Re: "Total raw" calculation
Brilliant script, thank you!
works ingame too, and i added a "time" entry in the return table, which should be 100% correct
call it by rawingredients(recipe)
when you call it on "nuclear fuel reprocessing" it returns the entry ERROR_INFINITE_LOOP = "used-up-uranium-fuel-cell", otherwise it works ...