I'll look into this, Thank you !johnney5 wrote:---Sigh---
It's me again...
I found another,
Error while running the event handler:
__Subsurface__/control.lua:241:User isn't
connected; can't read character
Looking through the code we think its trying to poison us, but can't find the player.
Search found 235 matches
- Thu Apr 07, 2016 2:38 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124651
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
- Thu Apr 07, 2016 10:05 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96514
Re: [MOD 0.12.29] Satellite Uplink Station 0.1.2
Neat mod, along with the Orbital Cannon. My friend and I were discussing Factorio endgame, and one of the things we thought about was some powerful end-game uses for various satellites. Recon satellites was an obvious one, as well as orbital weaponry that could be used to remotely target an area (b...
- Tue Mar 29, 2016 7:09 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124651
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Ok so I changed line 364 from "if time_spent_dict == 0 then", to "if associative_table_count(time_spent_dict) == 0 then" One of us got ----Error while running the event handler: __Subsurface__/lib.lua:86: bad argument #1 to 'pairs' (table expected, got number)---- did you remove...
- Mon Mar 28, 2016 8:44 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124651
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Downloading and using the zip for 0.0.3 the line "if #global.time_spent_dict == 0 then" does not exist. "if time_spent_dict == 0 then" is on line 364, but not the whole global thing. Downloading and using the git hub stuff first, gotta rename zip to Subsurface_0.0.3 or it throws...
- Sun Mar 27, 2016 11:18 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34795
Re: [MOD 0.12.20+] Logistics Mining 0.1.0 - Mining With Robots
with version 0.1.0, I got this error when placing a mining hub (I'm playing with bobmods, renamed the tech, and corrected the bug from the previous post, other than that, no modifs) Error while running the event handler: __LogisticsMining__/control.lua:326: bad argument #1 to 'find_entity' (string e...
- Sun Mar 27, 2016 10:41 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34795
Re: [MOD 0.12.20+] Logistics Mining 0.1.0 - Mining With Robots
since 0.1.0 problem with loading : icon for charging assembling machine not found ...
- Sat Mar 26, 2016 1:40 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124651
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Couldn't find anything about this in a previous post, (I looked, I swear! :) ) but, I play with some (about 3 at any given time) friends. Randomly at times, but noticeably often when multiple people are using the lift at the same time, one of us will get a bit of a bug. The notification about being...
- Sat Mar 26, 2016 1:28 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124651
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Couldn't find anything about this in a previous post, (I looked, I swear! :) ) but, I play with some (about 3 at any given time) friends. Randomly at times, but noticeably often when multiple people are using the lift at the same time, one of us will get a bit of a bug. The notification about being...
- Thu Mar 24, 2016 1:59 pm
- Forum: Modding help
- Topic: LuaUnitGroup's set_command not being done by group entitie
- Replies: 10
- Views: 2594
Re: LuaUnitGroup's set_command not being done by group entitie
So that people can test and understand the issue : the mod in its current state : Subsurface_0.0.3.zip to reproduce the issue : Create a new game craft a surface driller place the surface driller and power it wait for the drill to finish its job go to the underground (by standing near the center of ...
- Wed Mar 23, 2016 8:27 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79849
Re: [MOD 0.12.x] Flare Stack v1.0.4
It's great to have when you have an excess amount of something and have no need to store more/refine it to something else. One thing I'd like to see, though, is an overflow valve, or something like that. To be able to burn the excess oil is one thing, but as it stands, I have to rotate it when I ne...
- Wed Mar 23, 2016 12:52 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124651
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
This is pretty cool, I had a thought when reading the description about not being able to do trains, you could do a custom chest, that when placed, actually creates a chest above and below in the same coords and when items are placed in one it ports them to the corresponding chest. ...Eh, two chest...
- Tue Mar 22, 2016 4:40 pm
- Forum: Texture Packs
- Topic: [REQUEST] GFX for mod : Subsurface
- Replies: 34
- Views: 29858
Re: [REQUEST] GFX for mod : Subsurface
Like I've said, the way your mod is handling the transition for power between layers is fine right now as it is. And about the staircase darkness/transparency. I honestly think the best option visually is the way it currently is. Portraying such a transition in 2d game like this is pretty challengi...
- Tue Mar 22, 2016 3:25 pm
- Forum: Texture Packs
- Topic: [REQUEST] GFX for mod : Subsurface
- Replies: 34
- Views: 29858
Re: [REQUEST] GFX for mod : Subsurface
I guess if that's what you were going for. The only other issue is that I can't really think of a way to make it fade into darkness without it looking odd. having it fade to a dark shade of any kind would seem a bit visually odd, and the other option I can think of is fading to transparency, which ...
- Tue Mar 22, 2016 3:22 pm
- Forum: Modding help
- Topic: LuaUnitGroup's set_command not being done by group entitie
- Replies: 10
- Views: 2594
Re: Any way to know when a (unit) command is over ?
Is the wall you're trying to attack a valid entity? Does the unit move if you tell it to go_to_location with a hardcoded, reachable destination? well, when I give the same command to the entity directly, it works (the unit start atacking the wall) it's only when using a unit group that it doesn't w...
- Tue Mar 22, 2016 1:28 pm
- Forum: Modding help
- Topic: LuaUnitGroup's set_command not being done by group entitie
- Replies: 10
- Views: 2594
Re: Any way to know when a (unit) command is over ?
So... can't tell by just looking at that piece of code. ok, well, the code is right there : https://github.com/stanfear/FactorioMod-Subsurface/blob/master/control.lua#L93 the function is at line 93 (you should arrive there with the link) the code from before is extracted from lines 100 and next I r...
- Tue Mar 22, 2016 1:16 pm
- Forum: Texture Packs
- Topic: [REQUEST] GFX for mod : Subsurface
- Replies: 34
- Views: 29858
Re: [REQUEST] GFX for mod : Subsurface
Also the idea of the plate at the top is that is the actual plate on the ground above, so when you're above ground, you'll see that plate, the light and the stairs going down. I might do up the above ground sprite sometime tomorrow to give you an idea on how this works. Ok, well, in my mind, the su...
- Tue Mar 22, 2016 11:24 am
- Forum: Modding help
- Topic: LuaUnitGroup's set_command not being done by group entitie
- Replies: 10
- Views: 2594
Re: Any way to know when a (unit) command is over ?
ok, I come with updates, I think giving commandes to units doesn't work I have this piece of code : data.deployed_unit_group = data.deployment_center.surface.create_unit_group{position = deployment_position, force = data.deployment_center.force} local entity = data.deployment_center.surface.create_e...
- Tue Mar 22, 2016 8:58 am
- Forum: Modding help
- Topic: LuaUnitGroup's set_command not being done by group entitie
- Replies: 10
- Views: 2594
Re: Any way to know when a (unit) command is over ?
Make the entity part of a unit group, order the group around, check for group.state == defines.groupstate.finished. this seems promissing, and it might make checking if the command is over not necessary, I'll just be able to use groupstate.attacking_target, which is what I originnaly wanted, so ......
- Tue Mar 22, 2016 8:58 am
- Forum: Texture Packs
- Topic: [REQUEST] GFX for mod : Subsurface
- Replies: 34
- Views: 29858
Re: [REQUEST] GFX for mod : Subsurface
I started some work on the staircase. Just thought I'd check with you if you'd like an industrialized steel staircase instead. I know you requested a stone one but design wise It might take up a lot of space and obstruct the view of the nearby area. Here's a WIP picture of the design so far. Let my...
- Mon Mar 21, 2016 11:19 pm
- Forum: Modding help
- Topic: LuaUnitGroup's set_command not being done by group entitie
- Replies: 10
- Views: 2594
LuaUnitGroup's set_command not being done by group entitie
Hi, Just need to know if there is a way to know when a command set to an entity using set_command() is accomplished has_command does not seem to be able to handle that (it always return true for me ...) Update : thanks to prg I know that I can track the progress of an entity by adding it to a Unit g...