Search found 3 matches
- Fri Mar 25, 2016 11:37 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 42306
Re: [MOD 0.12.5+] Robotic Combinators
yes, there was a mess with the globals. I also did a correction, and also simplify unused code (rc_local, rc_perso) and now it works fine. Let's see if the author accept your new version. Mine is here : robotic-combinators_0.3.5.zip If the data's not stored in the global table it won't persist betw...
- Fri Mar 25, 2016 10:43 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 42306
Re: [MOD 0.12.5+] Robotic Combinators
I figured it out, sorta. It appears that there's something weird about accessing the globals table from outside of an event handler, i.e. in the main body of the control.lua file. The global table EXISTS in this state, but always appears to be empty. Looking in data.dat of a save game shows that the...
- Fri Mar 25, 2016 1:46 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 42306
Re: [MOD 0.12.5+] Robotic Combinators
As far as I understand this, there is missing an script.on_load()-routine for reinitialization after load. ... btw: Same problem as with the logistic combinator mod. In my case, it is not only at the loading of the map, but afterwards : the combinator's numbers does not update correctly, or only on...