[MOD 0.12.x, 0.11.17+] Radar 2.0

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Telarin
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by Telarin »

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
Leosmellsgood
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by Leosmellsgood »

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

Post by Boogieman14 »

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.
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HeilTec
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by HeilTec »

Done that - and it seems to work.
radar-two_0.2.1.zip
(873.54 KiB) Downloaded 817 times
Bumped version one notch.
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HeilTec
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by HeilTec »

The security-camera is a very nice extra, but it needed a migration script.
secutity-camera_0.1.1.lua
Patched mod:
security-camera_0.1.1.zip
(12.1 KiB) Downloaded 385 times
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by Sander_Bouwhuis »

Thanks HeilTec!
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by Jesus8000 »

__radar-two__/control.lua:33: attempt to index global 'game' (a nil value)

error
sorry, my english is not the yellow from the egg.... 4give me
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by seronis »

Jesus8000 wrote:__radar-two__/control.lua:33: attempt to index global 'game' (a nil value)
error
Schmendrick wrote:Tested-With-Factorio-Version: 0.12.3
Rule 1 of using mods. Make sure versions are compatible
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by Sakata »

seronis wrote:
Jesus8000 wrote:__radar-two__/control.lua:33: attempt to index global 'game' (a nil value)
error
Schmendrick wrote:Tested-With-Factorio-Version: 0.12.3
Rule 1 of using mods. Make sure versions are compatible
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 RSO
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by Schmendrick »

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.
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by Raught19 »

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.
Attachments
control.lua
This one is correct. Replace control.lua with this one.
(998 Bytes) Downloaded 180 times
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thereaverofdarkness
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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Post by thereaverofdarkness »

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.
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