[MOD 0.12.x, 0.11.17+] Radar 2.0
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
If I add this mod in, I get the following error when attempting to start a new game or load an old save game:
__radar-two__/control.lua:33: attempt to index global 'game' (a nil value).
This is under version 0.12.17
__radar-two__/control.lua:33: attempt to index global 'game' (a nil value).
This is under version 0.12.17
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
I got the same message as telarin, please fix :c
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Open control.lua, search "game.on_", replace with "script.on_"
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Done that - and it seems to work.
Bumped version one notch.
Bumped version one notch.
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
The security-camera is a very nice extra, but it needed a migration script.
secutity-camera_0.1.1.lua
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Thanks HeilTec!
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
__radar-two__/control.lua:33: attempt to index global 'game' (a nil value)
error
error
sorry, my english is not the yellow from the egg.... 4give me
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Jesus8000 wrote:__radar-two__/control.lua:33: attempt to index global 'game' (a nil value)
error
Rule 1 of using mods. Make sure versions are compatibleSchmendrick wrote:Tested-With-Factorio-Version: 0.12.3
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Many times mods still work, so the post is still valid -- basically reports that it is not working. Wish the author was around though, this is invaluable with RSOseronis wrote:Jesus8000 wrote:__radar-two__/control.lua:33: attempt to index global 'game' (a nil value)
errorRule 1 of using mods. Make sure versions are compatibleSchmendrick wrote:Tested-With-Factorio-Version: 0.12.3
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
I'm still around, I'm just... not spending much time with Factorio stuff these days. I want to give the numbers a rework, so whenever I get around to doing that I'll put out a current-Factorio-compatible version.
Like my mods? Check out another! Or see older, pre-0.12.0 mods.
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
I fixed this mod, just go in and replace the Control.lua in the mod folder with this one I added as an attachment
EDIT: SORRY! uploading wrong one, fixing now.
EDIT: SORRY! uploading wrong one, fixing now.
- Attachments
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- control.lua
- This one is correct. Replace control.lua with this one.
- (998 Bytes) Downloaded 180 times
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
I think the tactical radar should have a smaller area that is constantly updated, and a bigger fringe that it should scan rapidly. For instance if its instant scan range was reduced by 2 chunks, so it had a 3-chunk border cycle scan range, it could be given a very short cycle time, like 1 second, so that over time it still gets that area scanned, but doesn't do it instantly.
The reason I think this is important is because I found I could explore a lot of the map by plopping down a tactical radar and powering it with one solar panel. It seemed too easy, the radar seemed too powerful.
The reason I think this is important is because I found I could explore a lot of the map by plopping down a tactical radar and powering it with one solar panel. It seemed too easy, the radar seemed too powerful.