[MOD 0.12.x, 0.11.17+] Radar 2.0

Topics and discussion about specific mods
Telarin
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Mar 05, 2013 2:17 pm
Contact:

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
Inserter
Inserter
Posts: 30
Joined: Fri Jan 16, 2015 10:35 am
Contact:

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

Post by Leosmellsgood »

I got the same message as telarin, please fix :c

Boogieman14
Filter Inserter
Filter Inserter
Posts: 770
Joined: Sun Sep 07, 2014 12:59 pm
Contact:

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.

User avatar
HeilTec
Filter Inserter
Filter Inserter
Posts: 258
Joined: Tue Jul 08, 2014 1:14 pm
Contact:

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 783 times
Bumped version one notch.
Google is my friend. Searching the forum and the wiki is always a first.

User avatar
HeilTec
Filter Inserter
Filter Inserter
Posts: 258
Joined: Tue Jul 08, 2014 1:14 pm
Contact:

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 358 times
Google is my friend. Searching the forum and the wiki is always a first.

Sander_Bouwhuis
Filter Inserter
Filter Inserter
Posts: 292
Joined: Mon Dec 07, 2015 10:45 pm
Contact:

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

Post by Sander_Bouwhuis »

Thanks HeilTec!

Jesus8000
Long Handed Inserter
Long Handed Inserter
Posts: 60
Joined: Fri Apr 15, 2016 7:13 pm
Contact:

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

seronis
Fast Inserter
Fast Inserter
Posts: 225
Joined: Fri Mar 04, 2016 8:04 pm
Contact:

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

Sakata
Burner Inserter
Burner Inserter
Posts: 18
Joined: Tue Apr 05, 2016 11:34 pm
Contact:

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

Schmendrick
Fast Inserter
Fast Inserter
Posts: 222
Joined: Wed Apr 30, 2014 11:17 pm
Contact:

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.

Raught19
Inserter
Inserter
Posts: 30
Joined: Mon Apr 25, 2016 6:39 am
Contact:

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 155 times

User avatar
thereaverofdarkness
Filter Inserter
Filter Inserter
Posts: 558
Joined: Wed Jun 01, 2016 5:07 am
Contact:

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.

Post Reply

Return to “Mods”