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[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Posted: Fri Oct 16, 2015 8:28 pm
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.

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Fri Oct 16, 2015 8:44 pm
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

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Fri Oct 16, 2015 8:49 pm
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

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Fri Oct 16, 2015 8:52 pm
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 :)

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Fri Oct 16, 2015 8:56 pm
by Devildog
Thanks JorgenRe!

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Sat Oct 17, 2015 10:49 am
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

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Sat Oct 17, 2015 11:17 am
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 :(

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Sat Oct 17, 2015 11:32 am
by PiggyWhiskey
Aww okay.

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Sat Oct 17, 2015 6:22 pm
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.

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Sat Oct 17, 2015 6:22 pm
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

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Mon Oct 19, 2015 6:16 am
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.

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Mon Oct 19, 2015 11:52 am
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."

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Mon Oct 19, 2015 2:39 pm
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 :/

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Tue Oct 20, 2015 10:29 pm
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.

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Wed Oct 21, 2015 8:14 am
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

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Wed Oct 21, 2015 8:43 am
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.

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Posted: Wed Oct 21, 2015 11:47 am
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. :?

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

Posted: Fri Oct 23, 2015 8:11 am
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

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

Posted: Fri Oct 23, 2015 12:23 pm
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.

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

Posted: Sat Oct 24, 2015 2:32 pm
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.