Currently I am using your mod to fill in the obnoxious modules, but sadly the robots will not do so.
I guess it is not working since the robots do not have an inventory where they can fetch the modules from?
Thank you
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Could be possible yes. they could take items from player inventory, but I'm not quite sure that is good way in some cases.thatsIch wrote:Is it possible that it is autofilling when robots place the structure?
Currently I am using your mod to fill in the obnoxious modules, but sadly the robots will not do so.
I guess it is not working since the robots do not have an inventory where they can fetch the modules from?
Thank you
why not?rk84 wrote:Could be possible yes. they could take items from player inventory, but I'm not quite sure that is good way in some cases.
It might be wierd loosing items from inventory while you are not anywhere near of bots/ghosts. Because ghosts can exist 5 minutes and new ones can spawn when entities get destroyed. Oh and multiplayer support can be a headache.thatsIch wrote:why not?rk84 wrote:Could be possible yes. they could take items from player inventory, but I'm not quite sure that is good way in some cases.
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9.885 Error MultiplayerManager.cpp:110: MultiplayerManager failed: "Error while running the on_configuration_changed: __autofill__/loader.lua:193: attempt to index field '?' (a nil value)"
9.885 Info MultiplayerManager.cpp:906: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
9.885 Error Main.cpp:328: Couldn't load the game for MP: Error while running the on_configuration_changed: __autofill__/loader.lua:193: attempt to index field '?' (a nil value)
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return game.item_prototypes[a].fuel_value > game.item_prototypes[b].fuel_value
Beats meroy7 wrote:Perhaps removing the mod left an item that wasn't removed yet but didn't exist any more, an autofill needs to test each index that it isn't nil perhaps?
I'm having the same problem with bobs mods ammo types. Tried everything and I can't get it to autofill with any ammo type from bobs warfare.Tristitan wrote:Hello, love this mod, i was wondering if you could add the magazines and turrets from factoio extended to this mod please, also i dont know if this is a bug but you have the turert from ammobox setup in the files but it does not actually autofill, is it because of yhe requester chest in the gun?,
Koub wrote:What version of Autofill are you trying to use ? And with what version of the game ?
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Error Util.cpp:58: Filename of mod /home/chris/.factorio/mods/Autofill-1.3.12 doesn't match the expected autofill_1.3.12 (case sensitive!)
I have the same problem, except with the treefarm mod. Error message: viewtopic.php?f=44&t=2813&start=170#p148210binbinhfr wrote:Hi,
I have also Torches_0.2.2 mod (craft simple torches to get light at the early stage), but if I try to remove Torches mod, I have an error while loading my map :
I suspect that torches is also a potential fuel, but I do not know how to correct the problem...
torches is here : viewtopic.php?f=87&t=13479