Search found 11 matches
- Fri Mar 11, 2016 7:22 pm
- Forum: Mods
- Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
- Replies: 90
- Views: 75603
Re: [MOD 0.12.2+] Evolution | Alien Manipulation
OK so I've been messing around with a friend who is familiar with Lua, and he was saying how this bit... for i = 1, game.players, 1 do if game.players[i].force.technologies["Hive-mind"].researched then game.players[i].force.recipes["attractor-on2"].enabled = true end end Is a lo...
- Tue Mar 08, 2016 11:10 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 134081
Re: [0.12.x][v0.12.6] Bob's Power mod
Download link seems to be broken.
Edit: It downloaded now
Edit: It downloaded now
- Sun Mar 06, 2016 4:49 pm
- Forum: Mods
- Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
- Replies: 90
- Views: 75603
Re: [MOD 0.12.2+] Evolution | Alien Manipulation
So I see the mod is giving some issues in the above posts, I think it still holds true now... http://puu.sh/nwWRk/dd7c50e81d.jpg And what I don't understand is that the mods was working once before...I was to able to use everything and such, And i'd like to mention I don't think the ore gen works w...
- Sun Mar 06, 2016 4:27 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Time Display
- Replies: 8
- Views: 10072
Re: [MOD 0.12.20] Time Display
Yes, that's an error in the mod. script.on_load(function() -- restore gui state on load or right after save for playerindex, player in ipairs(game.players) do <--- line 143 set_defaults(playerindex) init_gui(playerindex) do_update(playerindex) end end) The script.on_load function has a reference to...
- Sun Mar 06, 2016 4:15 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Time Display
- Replies: 8
- Views: 10072
Re: [MOD 0.12.20] Time Display
'Unknown key:"Error while running the on_load:_ _timedisplay_ _/control.lua:143: attempt to index global 'game' (a nil value)" '
There's no game.on's in the control.lua file... Wtf?
There's no game.on's in the control.lua file... Wtf?
- Sun Mar 06, 2016 3:53 pm
- Forum: Mods
- Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
- Replies: 90
- Views: 75603
Re: [MOD 0.12.2+] Evolution | Alien Manipulation
In this case follow the error command exactly :) There is a script.on_load function there that has reference to game.player - thats not allowed anymore. In on_load you can't reference game - that was one of changes of the patch also. On the other hand.. this mod is obsolete and content from it shou...
- Sun Mar 06, 2016 1:07 am
- Forum: Mods
- Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
- Replies: 90
- Views: 75603
Re: [MOD 0.12.2+] Evolution | Alien Manipulation
Are you sure you got all of them? control.lua:18: attempt to index global 'game' Check line 18 again. I used the "Replace all" thing in notepad, I got'em all. I even scrolled though the whole thing myself, there's no game.on's in the control file. I even found the load line, there's a scr...
- Sat Mar 05, 2016 10:38 pm
- Forum: Mods
- Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
- Replies: 90
- Views: 75603
Re: [MOD 0.12.2+] Evolution | Alien Manipulation
Getting and error that makes no sense to me "Unknown key:"Error while running the on_load:_ _Evolution_ _/control.lua:18: attempt to index global 'game' (a nil value)" " From what I've seen all over Factorio mods when trying to run 0.11.x mods in 0.12.x is to swap the game.on cod...
- Thu Mar 03, 2016 2:09 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 170687
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
DyTech is an optional dependency, as seen from the ? in front of the name. http://puu.sh/ntgJg/a7bc66a2b0.jpg This means that it is not required to run the mod, but if you have it also installed it will integrate with it. Although it probably would make more sense if it wasn't colored red then, but...
- Thu Mar 03, 2016 12:50 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 170687
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
If DyTech isn't a dependency, then it shouldn't be listed as one. That tells me when I see it, that it's required to run the mod
- Wed Mar 02, 2016 12:23 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 170687
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Can you update the mod so it's not dependent on Dytech? DyTech is broken as f@#K, and makes it impossible to play with this mod because every time I close a game DyTech's terrible code messes up the loading, making me unable to load any game with it. Would love to play with long ranged rockets and a...