Search found 43 matches

by sumdawgy
Thu Apr 19, 2018 12:50 am
Forum: Not a bug
Topic: [0.16.36] Err running event fws tick (ID 0) Unknown entity
Replies: 4
Views: 1906

Re: [0.16.36] Err running event fws tick (ID 0) Unknown entity

That's a mod error. ok.. I can't find a reference to fws. which I've taken as a clue from moment one... Also, the log doesn't seem to indicate the offending mod... I take that back...I didn't have my editor in word wrap for some reason.... Looks like: fish & wildlife Obviously, I've found this ...
by sumdawgy
Thu Apr 19, 2018 12:43 am
Forum: Not a bug
Topic: [0.16.36] Err running event fws tick (ID 0) Unknown entity
Replies: 4
Views: 1906

Re: [0.16.36] Err running event fws tick (ID 0) Unknown entity

Loewchen wrote:That's a mod error.
ok..
I can't find a reference to fws. which I've taken as a clue from moment one...
Also, the log doesn't seem to indicate the offending mod...
by sumdawgy
Wed Apr 18, 2018 11:59 pm
Forum: Not a bug
Topic: [0.16.36] Err running event fws tick (ID 0) Unknown entity
Replies: 4
Views: 1906

[0.16.36] Err running event fws tick (ID 0) Unknown entity

_autosave3.zip Game crashes 5-10 sec after load. dialog reads: Error while running event fws::on_tick (ID 0) Unknown entity name: dead-tree stack traceback: __fws__/control.lua:451: in function 'VisitChunk' __fws__/control.lua:348: in function <__fws__/control.lua:336> [/b] SAVED GAME ATTACHED...I'...
by sumdawgy
Tue Feb 06, 2018 12:06 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531391

Re: [MOD 0.14] AAI Programmable Vehicles

Earendel wrote:The PavementDriveAssist errors need to be reported to the PavementDriveAssist mod maintainer. The error is coming from their script, they probably just need to add a line to check if something exists before accessing its properties.
understood.
by sumdawgy
Tue Feb 06, 2018 1:03 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531391

Re: [MOD 0.14] AAI Programmable Vehicles

uhhh... :roll: I hate to do it but i hafta..... But I may have a :idea: .... Error while running event aai-programmable-vehicles::on_tick (ID 0) Error while running event PavementDriveAssist::on_player_driving_changed_state (ID 26) __PavementDriveAssist__/pda.lua:89: attempt to index a nil value sta...
by sumdawgy
Tue Feb 06, 2018 12:36 am
Forum: Mods
Topic: [MOD 0.14.x] Terraforming - Bridges, Moats & Drawbridges
Replies: 8
Views: 7513

Re: [MOD 0.14.x] Terraforming - Bridges, Moats & Drawbridges

acidcrash wrote:Has this mod been abandoned? I'm getting the same issue with the moat digger both stopping claiming a non-existant obstacle and using all the wood in one go
RIP terraformer,,,,you are missed.
by sumdawgy
Tue Feb 06, 2018 12:33 am
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 51958

Re: [MOD 0.16.x] BeltSorter 0.5.4

judos wrote:Fix 0.5.4
- fix entity system crash when beltSorter is removed.

That sounds small but took me a couple of hours to find.
Your time is APPRECIATED!!!!
by sumdawgy
Tue Feb 06, 2018 12:30 am
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 51958

Re: [MOD 0.15.x] BeltSorter 0.4.1

I saw someone requesting the ability to put two or more sorters next to eachother, and you told them it would be a too complex project. Wouldn't that work kind of how underground belt works? Anyway i was wondering if you were rethinking of adding this solution or if a 2x2 belt sorter were in your m...
by sumdawgy
Tue Feb 06, 2018 12:12 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531391

Re: [MOD 0.14] AAI Programmable Vehicles

Earendel wrote: I don't plan to update that mod to 0.16 unless someone has a good reason to request an update.
You do more than enough!!!! ;)
THANK YOU sir!
by sumdawgy
Tue Feb 06, 2018 12:07 am
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 223115

Re: Uranium Power

SunTroll wrote:RIP one of the best mods. :(
So say we all.....
by sumdawgy
Mon Jun 26, 2017 2:00 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531391

Re: [MOD 0.14] AAI Programmable Vehicles

IT worked fine before i got a decider connected to it....hm. :ugeek: I finally got back into the save.... :oops: IT WAS the decider...must've been half asleep. I inserted it into the logic flow in an off cycle/tick from the rest of the data. Did it twice...but got lucky with the first one's timing....
by sumdawgy
Mon Jun 26, 2017 1:46 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320302

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

1. Launch a one-time Orbital Ion Cannon Mirror 2. Build multiple Ion Cannon Bunkers on the surface which fire at the mirror then reflect to your target. Multiple mirrors..... IMHO, should be required to increase range...(bouncing from mirror to mirror...) IE. the more mirrors in orbit, the farther ...
by sumdawgy
Sun Jun 25, 2017 1:29 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282243

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

Check if your stop is set to read train content and if you have wired output and stop correctly to the arithmetic combinator. so...I added the combinator...it works fine! I don't think I was using your version of LTN originally..I'll have to look into that... Regardless, I am happy you are making/m...
by sumdawgy
Sun Jun 25, 2017 12:14 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282243

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

Soo...b .........blah blah blah.... Check if your stop is set to read train content and if you have wired output and stop correctly to the arithmetic combinator. Ya. It's reading content. BUT...... I just went back to page 35 on this discussion. I'm wondering.. was I using your version before .15.....
by sumdawgy
Sun Jun 25, 2017 11:14 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282243

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

Soo... I suddenly have an issue where... My trains are taking EVERYTHING of the selected delivery instead of just the right amt. to wit.. I have a station calling for 40 compressed stacks of iron.. the train proceeds to load untill the supply is drained. THe logic is 1-until stacks >40 2-AND inactiv...
by sumdawgy
Sun Jun 18, 2017 2:43 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531391

Re: [MOD 0.14] AAI Programmable Vehicles

Looping is fairly simple btw. Set a constant combinator to the input, which outputs X = 1 (X being the zone to scan). Take scanner output to a decider combinator, which outputs X if X < total zone. Set output of the decider combinator to scanner input. The scanner will then add 1 to X each time it ...
by sumdawgy
Sat Jun 17, 2017 12:51 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531391

Re: [MOD 0.14] AAI Programmable Vehicles

:?: ....What triggers zone "scanning" in a zone scanner? AFAIK... negative #s should trigger reverse scanning? and a pos number should return the zone indicated.. If I give zone scanner zone#0 what is it supposed to do? I assumed it scanned...but i don't get that. I've imported the bluprin...
by sumdawgy
Sat Jun 17, 2017 11:42 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531391

Re: [MOD 0.14] AAI Programmable Vehicles

I won't have time to look at the blueprint today but it sounds like the zone 1 is being removed. If the zone is not visually disappearing then it it probably being overwritten with a new zone of the same type, but the new one will have the last id not the first. It's wierd... I have 2 miners runnin...
by sumdawgy
Fri Jun 16, 2017 11:36 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531391

Re: [MOD 0.14] AAI Programmable Vehicles

Great work. In fact I want to praise you for not just some great mods, which adds a lot to the game, but also the way you handle bug reports. Often people take for granted that people who wrote some code also fix the bugs "because they know the code". However speaking from experience bugf...

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