[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Topics and discussion about specific mods
jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by jorgenRe » Fri Oct 16, 2015 8:28 pm

Mod compilation

Description:
Please see the original topic for each of the unofficially updated mods by searching for the name of the mod in the incredibly useful search function on the top right of the page.
Details:

Factorio Version: 0.12.11
Released: 16.10.2015
License: I do not own any of these mod, and thereby the original authors may freely use the update of their mod to continue his/her own mod.
Mods in the compilation:
Cyberchest
Test-Mode -updated it a second time
Waitex (seems like i used 0.7.0) But it still works ;)!
Supreme Warfare
Transformator
Dytech - all kinds
More mods can be done by request :)!

Download:
No description means they require you to delete the old mod version and then extract the zip.
Attachments
dytechMods.zip
It will be neccecary to download dytech machine from the usual downloads
and then copy the graphics folder from it to the downloaded dytech
machine folder.
(12.52 MiB) Downloaded 1170 times
Transformator_0.0.5.zip
(103.71 KiB) Downloaded 393 times
test-mode_0.12.8.zip
Fixed the marker bug(i accidentally introduced)
(35.19 KiB) Downloaded 355 times
SupremeWarfare_1.0.5.zip
(2.59 MiB) Downloaded 2173 times
waitex.zip
Put this folder into the waitex_0.7.0 Folder then choose combine
(6.25 KiB) Downloaded 331 times
CyberChest_0.9.1.zip
There is a bug in it that makes this update not fully working, but if you got more time than me then you are of full rights to fix the last ones ;)!
(157.1 KiB) Downloaded 389 times
Last edited by jorgenRe on Tue Oct 27, 2015 6:01 pm, edited 16 times in total.
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

Outsider
Fast Inserter
Fast Inserter
Posts: 115
Joined: Sat Jan 10, 2015 12:23 am
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Outsider » Fri Oct 16, 2015 8:44 pm

That was quick, i think FARL has already been officially updated tho, now you just need to do my mod because the game isn't updating for me and i'm too lazy to download it :D
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it

Choumiko
Smart Inserter
Smart Inserter
Posts: 1307
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Choumiko » Fri Oct 16, 2015 8:49 pm

Outsider wrote:That was quick, i think FARL has already been officially updated tho, now you just need to do my mod because the game isn't updating for me and i'm too lazy to download it :D
Yes, all of my mods are updated (or will be shortly).

Thanks for doing RailTanker and FAT Controller and Testmode, those would have been next on my list :D

jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by jorgenRe » Fri Oct 16, 2015 8:52 pm

Outsider wrote:That was quick, i think FARL has already been officially updated tho, now you just need to do my mod because the game isn't updating for me and i'm too lazy to download it :D
Here ya go :)
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

User avatar
Devildog
Fast Inserter
Fast Inserter
Posts: 170
Joined: Tue Aug 19, 2014 8:19 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Devildog » Fri Oct 16, 2015 8:56 pm

Thanks JorgenRe!
Image
Check Out Factorio Mod Madness 2.0 Here : http://bit.ly/1afTDl0
Mod Madness ModPack

PiggyWhiskey
Fast Inserter
Fast Inserter
Posts: 240
Joined: Wed May 13, 2015 5:28 am
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by PiggyWhiskey » Sat Oct 17, 2015 10:49 am

Any chance for requests?
Trying to update AutoFill until there is an official one and I'm failing at what is actually causing the error.
https://forums.factorio.com/forum/vie ... =92&t=1612

I already did the game.on -> script.on.
The mod has a function (initMod) in both on_init and on_load

jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by jorgenRe » Sat Oct 17, 2015 11:17 am

PiggyWhiskey wrote:Any chance for requests?
Trying to update AutoFill until there is an official one and I'm failing at what is actually causing the error.
https://forums.factorio.com/forum/vie ... =92&t=1612

I already did the game.on -> script.on.
The mod has a function (initMod) in both on_init and on_load
Okay i just looked at it and i see it would require a fair bit of chaning due to the recent changes :(
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

PiggyWhiskey
Fast Inserter
Fast Inserter
Posts: 240
Joined: Wed May 13, 2015 5:28 am
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by PiggyWhiskey » Sat Oct 17, 2015 11:32 am

Aww okay.

Outsider
Fast Inserter
Fast Inserter
Posts: 115
Joined: Sat Jan 10, 2015 12:23 am
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Outsider » Sat Oct 17, 2015 6:22 pm

PiggyWhiskey wrote:Any chance for requests?
Trying to update AutoFill until there is an official one and I'm failing at what is actually causing the error.
https://forums.factorio.com/forum/vie ... =92&t=1612

I already did the game.on -> script.on.
The mod has a function (initMod) in both on_init and on_load
This one should work.
Attachments
autofill_1.3.7.zip
(6.88 KiB) Downloaded 295 times
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it

DukeAl
Inserter
Inserter
Posts: 47
Joined: Mon Feb 09, 2015 3:55 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by DukeAl » Sat Oct 17, 2015 6:22 pm

Getting errors with the modified mods:
Test-mode: crash at startup (error in assignID,entity name 'marker: does not exist)
Yarm: lots of unknown key in the list. not usable

MakiabelMFE
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sat May 16, 2015 6:30 am
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by MakiabelMFE » Mon Oct 19, 2015 6:16 am

DukeAl wrote:Getting errors with the modified mods:
Test-mode: crash at startup (error in assignID,entity name 'marker: does not exist)
Yarm: lots of unknown key in the list. not usable
Hey I've been tinkering a little bit with the mods I use and was getting that same Test-Mode error. If you check the prototypes/tools.lua in the line 51 it says "markerT", if you delete the T it should work. I've been going over a lot of other mods but I think that one was what solved this one.

Regarding Yarm, I haven't gotten any issues with the file in OP, but I'm still fixing a few other things so will edit if I get anything from it.

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

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by HeilTec » Mon Oct 19, 2015 11:52 am

Outsider wrote:
PiggyWhiskey wrote:Any chance for requests?
Trying to update AutoFill until there is an official one and I'm failing at what is actually causing the error.
https://forums.factorio.com/forum/vie ... =92&t=1612

I already did the game.on -> script.on.
The mod has a function (initMod) in both on_init and on_load
This one should work.
Should, but would not. :roll:

Unknown key: "Error while running the on_init: __autofill__/loader.lua:6: Require doesn't work from console and from remote call."
Google is my friend. Searching the forum and the wiki is always a first.

jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by jorgenRe » Mon Oct 19, 2015 2:39 pm

MakiabelMFE wrote:
DukeAl wrote:Getting errors with the modified mods:
Test-mode: crash at startup (error in assignID,entity name 'marker: does not exist)
Yarm: lots of unknown key in the list. not usable
Hey I've been tinkering a little bit with the mods I use and was getting that same Test-Mode error. If you check the prototypes/tools.lua in the line 51 it says "markerT", if you delete the T it should work. I've been going over a lot of other mods but I think that one was what solved this one.

Regarding Yarm, I haven't gotten any issues with the file in OP, but I'm still fixing a few other things so will edit if I get anything from it.
Yea you are right about the t i added it because I noticed mod the underground also had an entity named marker. Then I see now that I just forgot to check the code :/
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

dogamusprime
Manual Inserter
Manual Inserter
Posts: 4
Joined: Wed Jun 04, 2014 8:46 am
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by dogamusprime » Tue Oct 20, 2015 10:29 pm

Error while running the event handler: __CyberChest__/script/cyberchest.lua:417: LuaGameScript doesn't contain key game.

I get this when I place the cyberchest down.

waduk
Filter Inserter
Filter Inserter
Posts: 372
Joined: Tue Feb 10, 2015 5:44 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by waduk » Wed Oct 21, 2015 8:14 am

From another thread :
https://forums.factorio.com/forum/vie ... 38#p113938
Narc wrote:
waduk wrote:Based on Jorgenre suggestion, all i have to do is replace all instance of "game.on" with "script.on"
Then i commented out the "on_save" (line 276) because it gives me error.

I managed to get it work, or is that it ? Is there anything else ?
I'm using 0.12.12
Seems reasonable, but the disappearance of on_save should be accounted for. In reality, I don't think it was ever doing anything other than keep global.nixie_tubes.version and .data_version up to date, so we can pretty safely shove those into the on_load.

I'm gonna post a pull request and an unofficial binary once I'm sure everything looks right.
I have some mod that gives error with on_load and on_save, so i disabled both of those. Is there any repercussion from this changes ?
One of the mod is CircuitGUI, the authors seems to be inactive for couple of months, so i'm on my own i guess.
https://forums.factorio.com/forum/vie ... 92&t=13937

FYI, i also update that mod in one of my post, just fixing offset, add locale, etc (something that doesn't require code changing, i'm not programmer)
https://forums.factorio.com/forum/vie ... 01#p110601

User avatar
Narc
Filter Inserter
Filter Inserter
Posts: 278
Joined: Mon Feb 11, 2013 7:25 am
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Narc » Wed Oct 21, 2015 8:43 am

waduk wrote:I have some mod that gives error with on_load and on_save, so i disabled both of those. Is there any repercussion from this changes ?
One of the mod is CircuitGUI, the authors seems to be inactive for couple of months, so i'm on my own i guess.
https://forums.factorio.com/forum/vie ... 92&t=13937
The best anyone can say is "it depends". Specifically, on what logic is being excised by the removal of on_load and on_save.

In the case of nixie tubes, the removal of on_save was perfectly safe, and on_load never touched anything in game.*, so nothing broke there. I haven't looked at CircuitGUI's code, so I can't guess what might have broken there, if anything.

waduk
Filter Inserter
Filter Inserter
Posts: 372
Joined: Tue Feb 10, 2015 5:44 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by waduk » Wed Oct 21, 2015 11:47 am

In case of CircuitGUI, the removal of either on_load or on_save is definitely broken the mod on load game.
It may seems like it's working on game, but when i save the file and reload the game, they didn't update the current state, just stalling the old state.
This is way beyond my comprehension to fix it, anyone kind enough to take a look at it ?

If the work need to be done is too much, i guess i have to abandoned this mod. :(
LUA combinator mod can have similar feature but much complicated to use for casual user. :?

Ayebawl
Manual Inserter
Manual Inserter
Posts: 4
Joined: Thu Oct 22, 2015 7:27 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by Ayebawl » Fri Oct 23, 2015 8:11 am

waduk,

Anychance can you take a look at a mod called "Scary Nights (Biter attacks increase at night) by Doddler" and see if you can update it to work with Factorio v0.12.12?

Link: Scary Nights (Biter attacks increase at night)
https://forums.factorio.com/forum/viewtop ... 94&t=16461

waduk
Filter Inserter
Filter Inserter
Posts: 372
Joined: Tue Feb 10, 2015 5:44 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by waduk » Fri Oct 23, 2015 12:23 pm

@ayebawl
Sorry, my graphic card died last night, no factorio for me. Replying from mobile.
Besides, i'm just casual user, i only following jorgenre guide.

User avatar
Darkestnoir
Inserter
Inserter
Posts: 29
Joined: Sun Nov 23, 2014 8:57 pm
Contact:

Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by Darkestnoir » Sat Oct 24, 2015 2:32 pm

Code: Select all

Error while running the event handler: __CyberChest__/script/cyberchest.lua:417: LuaGameScript doesn't contain key game.
Getting this when i place a Cyberchest with 12.13.

Post Reply

Return to “Mods”

Who is online

Users browsing this forum: No registered users