[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

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jorgenRe
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[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by jorgenRe »

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 1308 times
Transformator_0.0.5.zip
(103.71 KiB) Downloaded 520 times
test-mode_0.12.8.zip
Fixed the marker bug(i accidentally introduced)
(35.19 KiB) Downloaded 567 times
SupremeWarfare_1.0.5.zip
(2.59 MiB) Downloaded 2390 times
waitex.zip
Put this folder into the waitex_0.7.0 Folder then choose combine
(6.25 KiB) Downloaded 482 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 560 times
Last edited by jorgenRe on Tue Oct 27, 2015 6:01 pm, edited 16 times in total.
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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

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Outsider »

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

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Choumiko »

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
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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by jorgenRe »

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 :)
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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

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Devildog »

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

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by PiggyWhiskey »

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
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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by jorgenRe »

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 :(
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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

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by PiggyWhiskey »

Aww okay.

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Outsider »

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 441 times
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by DukeAl »

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

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by MakiabelMFE »

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.

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by HeilTec »

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.

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by jorgenRe »

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 :/
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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

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by dogamusprime »

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.

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by waduk »

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

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by Narc »

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.

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Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Post by waduk »

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. :?

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

Post by Ayebawl »

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

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

Post by waduk »

@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.

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

Post by Darkestnoir »

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.

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