Search found 36 matches
- Fri Aug 09, 2019 6:24 am
- Forum: Yuoki Industries
- Topic: [closed] [solved] error on startup after update 0.17.62->63
- Replies: 4
- Views: 4124
Re: error on startup after update 0.17.62->63
last update solved it, Yuoki.
- Wed Aug 07, 2019 7:17 pm
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 51604
Re: If it's not a feature - it's maybe a Bug ?
this error is in my game as well.
- Wed Aug 07, 2019 7:16 pm
- Forum: Yuoki Industries
- Topic: [closed] [solved] error on startup after update 0.17.62->63
- Replies: 4
- Views: 4124
Re: error on startup after update 0.17.62->63
yeah, is the same Bug, only that it effects in my save SpaceX as well.
I assume repairing one of the vanilla Bugs revealed this little thing.
I assume repairing one of the vanilla Bugs revealed this little thing.
- Wed Aug 07, 2019 6:26 am
- Forum: Yuoki Industries
- Topic: [closed] [solved] error on startup after update 0.17.62->63
- Replies: 4
- Views: 4124
[closed] [solved] error on startup after update 0.17.62->63
My heavy moded game has a hickup after todays Factorio update
159.537 Error ModManager.cpp:1323: Error while loading entity prototype "ye_tranport_tube_orange" (transport-belt): Sprite definition can't be empty table.
and here the loaded mods:
159.080 Checksum for core: 4010759179
159.081 ...
159.537 Error ModManager.cpp:1323: Error while loading entity prototype "ye_tranport_tube_orange" (transport-belt): Sprite definition can't be empty table.
and here the loaded mods:
159.080 Checksum for core: 4010759179
159.081 ...
- Mon Oct 10, 2016 7:12 pm
- Forum: Mods
- Topic: Patch for Angels processing to work with angels smelting in an existing game
- Replies: 7
- Views: 4171
Re: Patch for Angels processing to work with angels smelting in an existing game
the versions seem to be stable now, made some last hotfixes to the currend versions. If you find and futher bugs don't hesitage to report it here. new releases will get a version bump.
- Mon Oct 10, 2016 7:07 pm
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
something about, expecting the then after .enabled, if you add the ' = false ' between '.enabled' and 'then'. I don't have the error mesage on hand anymore. But, annding not worked, now I can undate the unoffical mods, for thatversion a last time, as there shold be no critial errors remaining for ...
- Mon Oct 10, 2016 7:35 am
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
I tested checking for .enabled = false, you can't do it, you get a error on load, but if not should work.
- Sun Oct 09, 2016 10:47 am
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
I added a check, so it only enables the techs if they are missing, unfortately checking for enabled = false seems not to be posible.
here the currend code: --luacheck: globals defines game global script
script.on_configuration_changed(function()
for _, force in pairs(game.forces) do
if force ...
here the currend code: --luacheck: globals defines game global script
script.on_configuration_changed(function()
for _, force in pairs(game.forces) do
if force ...
- Sun Oct 09, 2016 9:49 am
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
I installed ST3 and the linter, it has better syntax highlighting than my normal used editor, but I am not sure if the linter works.
- Sun Oct 09, 2016 8:31 am
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
Thanks for your help, unfortantly your code doesn't work. I get following Error:
[quote=factorio-output]__ZGroupChange__/control.lua:10: unexpected symbol near ')' [/quote]
And i have another issue, it works for recipes, but my problem is missing Technologies .
And yes, i have the Data-Lifecycle ...
[quote=factorio-output]__ZGroupChange__/control.lua:10: unexpected symbol near ')' [/quote]
And i have another issue, it works for recipes, but my problem is missing Technologies .
And yes, i have the Data-Lifecycle ...
- Sat Oct 08, 2016 3:19 pm
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
Now I know, I should be able to unhide the technologies on update via contraol.lua and a on.config_changed() function. But I still haveb#t figured out what to do excatly. Would be nice, if someone could help me with that part.
- Sat Oct 08, 2016 3:11 pm
- Forum: Modding help
- Topic: [solved] Bob's pipes missing
- Replies: 5
- Views: 3718
Re: Bob's pipes missing
I had the same problem, with z groups standart settings messing up recipes and techs by hiding them. You can also use a migration script, after editing the z groups config to force activate the skiped recipes. I you want a exsample lock into unoffical updated mods, there I explain it.
Edit, yes it ...
Edit, yes it ...
- Sat Oct 08, 2016 9:45 am
- Forum: Mods
- Topic: Patch for Angels processing to work with angels smelting in an existing game
- Replies: 7
- Views: 4171
Re: Patch for Angels processing to work with angels smelting in an existing game
Oh, yeah the uploaded file has a bug in I fixed locally, but didn't upload yet because I wanted to fix a hidden tech first, before i upload the complete fix.
For now you can fix your copy by extracting the zip and replace line 14 of migrations/angelsprocessing_0.2.2.lua with:
force.recipes ...
For now you can fix your copy by extracting the zip and replace line 14 of migrations/angelsprocessing_0.2.2.lua with:
force.recipes ...
- Tue Oct 04, 2016 7:05 pm
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Need help on debug wrong script usage in migration lua file
I found found something in the lua api, but I am not sure how to use it.
Could somebody tell me via exsample if posible, How to us this scripts (situation, synatx, places, limitations)? I am especially interested in use of these in a /migrations/[...].lua or as function of on_configuration_change ...
Could somebody tell me via exsample if posible, How to us this scripts (situation, synatx, places, limitations)? I am especially interested in use of these in a /migrations/[...].lua or as function of on_configuration_change ...
- Sun Oct 02, 2016 11:19 am
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Need help on debug wrong script usage in migration lua file
As this seems to be a cross mod issue in my case I got the Idea to fix it after migration with help of the control.lua. So I write a patch for the mod, the config got changed after world creation, and that presumingly hides the techs, I now want to unhide together with some recipes, that I don't ...
- Sat Oct 01, 2016 8:38 pm
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Need help on debug wrong script usage in migration lua file
Here is the complete file:
game.reload_script()
for index, force in pairs(game.forces) do
force.reset_technologies()
force.reset_recipes()
if force.technologies["bio-processing-1"].researched then
force.recipes["cellulose-fiber-raw-wood"].enabled = true
force.recipes["wood-from-cellulose ...
game.reload_script()
for index, force in pairs(game.forces) do
force.reset_technologies()
force.reset_recipes()
if force.technologies["bio-processing-1"].researched then
force.recipes["cellulose-fiber-raw-wood"].enabled = true
force.recipes["wood-from-cellulose ...
- Sat Oct 01, 2016 7:22 pm
- Forum: Mods
- Topic: Patch for Angels processing to work with angels smelting in an existing game
- Replies: 7
- Views: 4171
Re: Patch for Angels processing to work with angels smelting in an existing game
No it is for the unoffial 0.14 ported angels processing. Linked as well, with angels smelting you could link to iron pelletts instead. Or you copy the iron podwer prototype into your mod and add your own recipe for iron powder, as all sources are available, it is easy and the licenses of the source ...
- Sat Oct 01, 2016 7:17 pm
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
Re: Need help on debug wrong script usage in migration lua file
it is in /modfolder/migration/modname_<actual version>.lua The place where it belongs to. As far as i know, as it only has to run once. I shall activate two technologies, that are hidden for some reson. and I can't find the source of the hiding. If I start a new game with all updated mods, the two ...
- Sat Oct 01, 2016 8:34 am
- Forum: Modding help
- Topic: [solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
- Replies: 18
- Views: 6684
[solved]Help wanted! Unhide a technologie, so it can be researched afterwarts, in existing game
I am migrating so stuff and used the recommend methode, but I get a wrong script usage anyway.
61.504 Warning Scenario.cpp:227: Map loading failed during migrations processing: Error while applying migration: Angel's Processing: angelsprocessing_0.2.2.lua
Cannot execute command. Error: Trying to ...
61.504 Warning Scenario.cpp:227: Map loading failed during migrations processing: Error while applying migration: Angel's Processing: angelsprocessing_0.2.2.lua
Cannot execute command. Error: Trying to ...
- Fri Sep 30, 2016 11:47 pm
- Forum: Mods
- Topic: Patch for Angels processing to work with angels smelting in an existing game
- Replies: 7
- Views: 4171
Patch for Angels processing to work with angels smelting in an existing game
I have updated Angels Processing to fix some issues that occured when adding new angels smelting beta. You can now use them both in an existing world. Migration is not perfect, but the main processng lines should work again after the update.
All mods are tested on version 0.14.12 0.14.13.
Have fun ...
All mods are tested on version 0.14.12 0.14.13.
Have fun ...