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Error while running the event handler: __TrainOutpost__/control.lua:320: attempt to compare number with nil
Calling the reinit remote resolves the problem.
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Error while running the event handler: __TrainOutpost__/control.lua:320: attempt to compare number with nil
loaded a old save with the updated mode and tried exploring a new area which somehow unleashed this error as i recallSirRichie wrote:Can you tell me what you did that produced the error? I have not encountered this myself yet.
Why would a dependency be necessary?wahming wrote:Would it be possible to add a dependency for the Uranium Power mod, and turn off infinite ores for uranium and fluoride? There simply isn't any need for all those eternal ore patches and building over them messes with us OCD players
Also having this issue. Pending the mod author putting out a bug fix release, can you let us know the console function (?) you used to resolve this?sparr wrote:I occasionally get this error:
This is happening in handle_single_resource_in_region when resource_specs.min_distance is nil. I put in some debug prints and it's happening for all 14 resources in my bobs ores game, including the non-bobs resources.Code: Select all
Error while running the event handler: __TrainOutpost__/control.lua:320: attempt to compare number with nil
Calling the reinit remote resolves the problem.
Ah, this one!SirRichie wrote:Hi, I provided the funtion a few posts up.
Also hoping I can resolve this soon
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/c remote.call("TR", "reinit")
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Error while running the event handler: __TrainOutpost__/control.lua:320: attempt to compare number with nil
will i need to re-enter this command every time i go on the save?cyrin wrote:Ah, this one!SirRichie wrote:Hi, I provided the funtion a few posts up.
Also hoping I can resolve this soonThanks for the quick reply ^_^Code: Select all
/c remote.call("TR", "reinit")
The can place bug was only in early versions of 0.13 series.SirRichie wrote:Hello everyone and thanks for the patience.
Starting today, I will upload a 0.13-ready version of the mod to the mod portal.
This also means that I will remove the download from the forum.
For legacy versions, please use the GitHub website, which I now have setup. I also appreciate any help/additions to the mod (thanks to daydev for an early version). Please use pull requests in GitHub for these things in the future.
One note for the current version: it seems that the devs changed the way can_place_entity works, which means that it may happen that resources and enemy bases are spawned in water. I will investigate this further.
I appreciate any testing and thanks for the comments so far.
and that your mod helped with #1 and #2 and I was going to try Natural Evolution to take care of #3. I found Natural Evolution to be overpowered (it's way too easy to remove all of your pollution) and problematic (from a challenging gameplay perspective) for other reasons and I still ended up with "one big base" so I gave up on that idea. But now I have found/tried the Armageddon mod and believe that it should really do the trick. It solves #3 by making killing all of the biters impossible - they can always "tunnel in" to your base, so you need defenses everywhere you have anything you need protected, not just one big outer wall. That mod solves the N^2 (available resources) vs 4*N (perimeter costs) problem that otherwise plagues Factorio, and it means that, as long as the resources are spread out (e.g. via your mod), the "one big base" solution is no longer remotely close to being optimal - outposts should actually become the more optimal solution, even if you (like I do) militarize your rails (effectively turning them into walls).for me there are three parts to having permanent outposts:
1. need for far-away resources
2. resources don't run out
3. a reason to not just kill all of the biters