I appreciate the request for a 0.14 version. It shows that people still like my mod.
Good news is: it will come; bad news is, I don't know when.
I really have little spare time at the moment, and coding after a day of work is usually not the thing you like to do. Anyway, it should not require too many fixes - so stay tuned for a few more days.
[MOD 12.11+] Train Outposts
Re: [MOD 12.11+] Train Outposts
I'm seriously considering downgrading to play with this, even though I do love the better netcode for occasional friends dropping in >.>, among other things.SirRichie wrote:I appreciate the request for a 0.14 version. It shows that people still like my mod.
Good news is: it will come; bad news is, I don't know when.
I really have little spare time at the moment, and coding after a day of work is usually not the thing you like to do. Anyway, it should not require too many fixes - so stay tuned for a few more days.
Re: [MOD 12.11+] Train Outposts
Really loving this mod! I'm enjoying this more than I enjoyed RSO - in RSO, I didn't need to expand until almost the end of the game, while in TO it was profitable to abandon my starting area early in the game. 20x train rails may be a little OP, but it's awfully helpful.
Unfortunately, it's making several of my saves throw errors (including ones started with TO, and ones without):
I'm playing on Factorio 0.13.20, with TO 1.1.0.
/c remote.call("TR", "reinit") does fix it, but it sucks to lose achievements.
Unfortunately, it's making several of my saves throw errors (including ones started with TO, and ones without):
Code: Select all
Error while running event on_chunk_generated (ID 12)
__TrainOutpost__/control.lua:334: attempt to compare number with nil
/c remote.call("TR", "reinit") does fix it, but it sucks to lose achievements.