[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Topics and discussion about specific mods
Duros1394
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Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by Duros1394 »

Darkestnoir wrote:

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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.
same error here

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

Post by Harbonah »

I try to fix this error, and found some other with the localized_item_name method too, hopefully all fixed.

Feel free to use my edits.

tested under factorio 0.12.16
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CyberChest_0.9.1b.zip
(156.11 KiB) Downloaded 294 times

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

Post by Darkestnoir »

Harbonah wrote:I try to fix this error, and found some other with the localized_item_name method too, hopefully all fixed.

Feel free to use my edits.

tested under factorio 0.12.16

Unfortunately its desync in mp....

Airat9000
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Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by Airat9000 »

;) i am testing mods not work in 0.12.15 and 0.12.16

bug in you fix files to Dytech
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files in crash mods
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https://yadi.sk/d/1jPpBxnYkCAdK

help in fix mods please friends

priority natural gas spring water and acid and scalar

If you tell where the right to think anything else, I will correct) just to play without them boring)

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

Post by Zuxelus »

These are not bugs. In new versions "game" was removed from script.on_load event. Maybe not only from this event. So this is normal message. Just need to check what game is used for and rewrite the code.

For example to fix Dytech you can just set time to zero in Log. If you don't plan to use logs then you can change this code in CORE-DyTech-Core_1.3.0/control.lua

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local seconds = math.floor(game.tick/60)

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local seconds = 0 -- math.floor(game.tick/60)

Airat9000
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Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by Airat9000 »

Zuxelus wrote:These are not bugs. In new versions "game" was removed from script.on_load event. Maybe not only from this event. So this is normal message. Just need to check what game is used for and rewrite the code.

For example to fix Dytech you can just set time to zero in Log. If you don't plan to use logs then you can change this code in CORE-DyTech-Core_1.3.0/control.lua

Code: Select all

local seconds = math.floor(game.tick/60)

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local seconds = 0 -- math.floor(game.tick/60)
I need example code more accurately.

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

Post by Lumikins »

Here's an updated DyTech 1.3.0 that's ready to roll on Steam version 0.12.33 as of writing. I had to disable the logging mechanism at the beginning to get this to work. I'm not sure how exactly this fixed it but I'm thinking it removes the reference to game that is no longer present when the script is first called. I'm not sure where game is first callable from now but it looks like it is still nil at the beginning of script init. Before making this change I found that you could create and play new games with DyTech but once you saved and tried to reload the game you'd get the game=nil error.

Basically if you don't mind changing the files yourself it's a one line change in control.lua in the Dytech 1.3.0 core module:

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this line in Dytech 1.3.0 core - config.lua line 21 log_everything = true change to log_everything = false


This is a 0.12.33 working version of the older DyTech with the 8 new metals and liquid metals and all that fun stuff. Everything should be ready to go (machine graphics inserted from older version, change made to stop game=nil crashes) This is NOT the official version that is being worked on currently nor is it the temporary bridge version without the new metals on the official DyTech forums. This is the port of the much older version with the new metals which was posted on the first post of this topic but repackaged to make it ready to run.
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CORE-DyTech-Core_1.3.0 tested with 0.12.33.zip
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StompDonkey
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Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Post by StompDonkey »

hey dude i cant get this supreme warfare to work, any ideas? its giving me a message saying nil value.

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

Post by Lukas0120 »

Can you update the mods to 0.13?

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

Post by jorgenRe »

Lukas0120 wrote:Can you update the mods to 0.13?
Busy on vacation.
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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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