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Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Tue Nov 17, 2015 1:28 pm
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
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Wed Nov 18, 2015 9:18 am
by Leosmellsgood
I got the same message as telarin, please fix :c
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Wed Nov 18, 2015 10:42 am
by Boogieman14
Open control.lua, search "game.on_", replace with "script.on_"
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Thu Jan 14, 2016 3:02 pm
by HeilTec
Done that - and it seems to work.
Bumped version one notch.
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Mon Jan 18, 2016 8:30 pm
by HeilTec
The security-camera is a very nice extra, but it needed a migration script.
Patched mod:
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Sun Apr 03, 2016 9:06 pm
by Sander_Bouwhuis
Thanks HeilTec!
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Thu Apr 21, 2016 10:03 am
by Jesus8000
__radar-two__/control.lua:33: attempt to index global 'game' (a nil value)
error
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Thu Apr 21, 2016 3:19 pm
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
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Wed May 04, 2016 5:46 am
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
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Wed May 04, 2016 8:08 am
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.
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Mon May 23, 2016 7:58 pm
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.
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Posted: Wed Jun 15, 2016 3:12 am
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.