Based on Jorgenre suggestion, all i have to do is replace all instance of "game.on" with "script.on"
Then i commented out the "on_save" (line 276) because it gives me error.
I managed to get it work, or is that it ? Is there anything else ?
I'm using 0.12.12
Search found 372 matches
- Wed Oct 21, 2015 7:24 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 102804
- Wed Oct 21, 2015 7:05 am
- Forum: Mods
- Topic: [0.12.x] Void Chest Instant
- Replies: 10
- Views: 23749
Re: [0.12.x] Void Chest Instant
Mod is broken in 0.12.11+
Based on JorgenRe guide ,all i have to do is replace the game.on to script.on; So i did that.
It works, or is it there are additional thing i must do ? (I don't want o have a corrupt save file or anything)
Based on JorgenRe guide ,all i have to do is replace the game.on to script.on; So i did that.
It works, or is it there are additional thing i must do ? (I don't want o have a corrupt save file or anything)
- Wed Oct 21, 2015 6:20 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 208897
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Hi Steejo, thanks, but the quick and dirty fix doesn't work
Using 0.12.12
Using 0.12.12
- Wed Oct 21, 2015 6:15 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40600
Re: [MOD 0.12.5+] Robotic Combinators
Using 0.3.4
Factorio 0.12.12
Factorio 0.12.12
- Wed Oct 21, 2015 5:41 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Packager 0.2.1
- Replies: 18
- Views: 29802
Re: [MOD 0.12.8+] Packager 0.1.1
Does using this will reduce entity count significantly ? Better performance in Mega base ?
Example : Boxing/Unload to this mod, then transfer them with bot. only unload the content just before assembler/smelter ?
Example : Boxing/Unload to this mod, then transfer them with bot. only unload the content just before assembler/smelter ?
- Sun Oct 18, 2015 2:23 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 208897
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Mod is crash in 0.12.11
- Sun Oct 18, 2015 2:18 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 102804
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
Mod is broken in 0.12.11
- Sun Oct 18, 2015 2:17 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 42647
Re: [MOD 0.12.x] Logistic Combinators
Crash in 0.12.11
- Sun Oct 18, 2015 2:15 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44207
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
Mod crash in 0.12.11.
Edit : Managed to get it to work, but i'm gonna wait for official update. Just in case i broken some code/mod behaviour.
Edit : Managed to get it to work, but i'm gonna wait for official update. Just in case i broken some code/mod behaviour.
- Sun Oct 18, 2015 2:06 am
- Forum: Mods
- Topic: [MOD 0.12.x] QuickPrints
- Replies: 13
- Views: 15715
Re: [MOD 0.12.x] QuickPrints
Mod broken in 0.12.11
- Sun Oct 18, 2015 2:04 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Initial Map Scan
- Replies: 33
- Views: 35632
Re: [MOD 0.12.5+] Initial Map Scan
Mod broken in 0.12.11
- Sat Oct 17, 2015 8:08 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 338894
Re: [MOD 0.12.x] Rail Tanker - Liquid transport
Why the file size of 1.1.1 is twice as big with previous version ? (20 MB vs 10 MB)
Also, it still can't load in 0.12.11, error on load.
Also, it still can't load in 0.12.11, error on load.
- Sat Oct 17, 2015 7:40 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298016
Re: [MOD 0.12.11] SmartTrains 0.3.69
Simple request, if it not too much trouble. Can you make the train lines arrange in natural order. Example, at current version "Station 10" is placed in between "Station 1" and "Station 2". PS: What i mean by current version is ST 0.3.68 (i can't use 0.3.69 yet, too may...
- Sat Oct 17, 2015 5:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 25
- Views: 30257
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
NoBigD145 wrote:Most likely just unzip it.waduk wrote:Mod is broke in 0.12.11
- Sat Oct 17, 2015 4:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 25
- Views: 30257
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Mod is broke in 0.12.11
- Sat Oct 17, 2015 3:31 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40600
Re: [MOD 0.12.5+] Robotic Combinators
0.12.11 broke this mod.
Update ?
Update ?
- Sat Oct 17, 2015 3:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29537
Re: [MOD 0.12.x] Circuit GUI 0.1.0
0.12.11 broke this mod.
Update ?
Update ?
- Sat Oct 17, 2015 2:22 pm
- Forum: Mods
- Topic: [MOD 0.12.3+] Blueprint Request v0.1.1
- Replies: 8
- Views: 10480
Re: [MOD 0.12.3+] Blueprint Request v0.1.1
Factorio 0.12.11 broke this mod.
Edit :
I read a post by Jorgenre to fix the broken mod due recent updates, all we need to do is replace "game.on" to "script.on"
Is that it ?
I only see single line of that in this mod.
Edit :
I read a post by Jorgenre to fix the broken mod due recent updates, all we need to do is replace "game.on" to "script.on"
Is that it ?
I only see single line of that in this mod.
- Fri Oct 16, 2015 8:01 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84443
Re: [MOD 0.12.11]AutoTrash 0.0.5
Wow, an update across many of your mod. Thank you.
Sadly I can't use it yet, report say Rail Tanker Mod is broken due new update, i will stick to 0.12.10 until that resolved.
Sadly I can't use it yet, report say Rail Tanker Mod is broken due new update, i will stick to 0.12.10 until that resolved.
- Fri Oct 16, 2015 5:49 am
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29537
Re: [MOD 0.12.x] Circuit GUI 0.1.0
Circuit GUI crashing when another mod GUI is opened up and we mining stuff.