[MOD 0.12.x] Landfill (2.1.7)

Topics and discussion about specific mods
Post Reply
Peter34
Smart Inserter
Smart Inserter
Posts: 1100
Joined: Mon Nov 10, 2014 12:44 pm
Contact:

Re: [MOD 0.12.x] Landfill (2.1.6)

Post by Peter34 »

Hey, what's the license for this mod? I'd like to make a variant of it...

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.6)

Post by Rseding91 »

Peter34 wrote:Hey, what's the license for this mod? I'd like to make a variant of it...
If you want to change it for your own use/your friends - do what you want.

If you want to change it and make a new forum post with the modified version: link back to this post stating where it came from and that you've modified it in some way.
If you want to get ahold of me I'm almost always on Discord.

User avatar
Gergith
Burner Inserter
Burner Inserter
Posts: 19
Joined: Fri Jul 24, 2015 4:35 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.6)

Post by Gergith »

Hello Rseding91!

I REALLY love this mod.

I read through this whole thread, or skimmed it thoroughly at least. I also searched the topic, but sorry if I missed these already.
I had a few suggestions for features if you were wanting to add some.


1. Allowing construction bots to lay landfill?
2. Allowing the Water-Be-Gone to be used from a bit further away from your body?

3. Currently when laying blueprints on trees in 0.12 you can hold shift and it will actually cut down the trees and make the blueprint. If you implement construction bots being able to lay landfill, perhaps you could add it so shift+blueprints will landfill any area that an object is trying to be built on but can't due to water. Specifically not using the bigger landfill so it's closer to a 1x1 ratio of blueprint to landfill.

I do realize 3 would be probably harder than 1 and 2. Thanks for your time and thanks again for his great mod!

Regardless, thanks for the awesome mod!
Currently using: Latest Steam build
Plugins: Bob's Mods|DyTech|Yuoki Industries|5Dim's Mod|Mineable Rock|AutoTrash|Advanced Logistics System|Landfill|Long Reach|Upgrade Planner
For Testing: Test Mode

Plus my own: Coordinates mod

Craydy
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Oct 22, 2015 12:54 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Craydy »

Hello there, to begin with.
If I try to load an old world, or create a new one I get the Error:
"__Landfill__/control.lua:13: attempt to index global 'script' (a nil value)"
I have a few mods (mainly bob's) in my folder, but disabling them did not change the Error.
Is there something we can do?

Edit: I am using Factorio 0.12.8 atm

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Rseding91 »

Craydy wrote:Hello there, to begin with.
If I try to load an old world, or create a new one I get the Error:
"__Landfill__/control.lua:13: attempt to index global 'script' (a nil value)"
I have a few mods (mainly bob's) in my folder, but disabling them did not change the Error.
Is there something we can do?

Edit: I am using Factorio 0.12.8 atm
You need to update to 0.12.11 or later.
If you want to get ahold of me I'm almost always on Discord.

Craydy
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Oct 22, 2015 12:54 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Craydy »

Rseding91 wrote:You need to update to 0.12.11 or later.

Thanks alot, fixed it. Did not knew you had to check the experimental box.

Von_Hertz
Manual Inserter
Manual Inserter
Posts: 1
Joined: Thu Oct 22, 2015 2:07 pm
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Von_Hertz »

HELP!

If I try to load a world I get the Error:
"__Landfill__/control.lua:13: attempt to index global 'script' (a nil value)"

what is the problem?
I am using Factorio 0.12.12 atm

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Rseding91 »

Von_Hertz wrote:HELP!

If I try to load a world I get the Error:
"__Landfill__/control.lua:13: attempt to index global 'script' (a nil value)"

what is the problem?
I am using Factorio 0.12.12 atm
If you're getting that error then you're not on 0.12.12. Try re-downloading the game from the main website (experimental section) and see if you get the same error.
If you want to get ahold of me I'm almost always on Discord.

Drudok
Manual Inserter
Manual Inserter
Posts: 1
Joined: Thu Mar 26, 2015 10:39 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Drudok »

Is there anywhere I could download a 12.10 compatible version? Neither version in the main post works in 12.10.

Edit: I found version 2.1.6 that works fine. Unsure if you would want me sharing a link to a re-hosted version of your stuff so I won't.

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Rseding91 »

Drudok wrote:Is there anywhere I could download a 12.10 compatible version? Neither version in the main post works in 12.10.

Edit: I found version 2.1.6 that works fine. Unsure if you would want me sharing a link to a re-hosted version of your stuff so I won't.
Just update the game to 0.12.11 or 0.12.12.
If you want to get ahold of me I'm almost always on Discord.

AyrA
Inserter
Inserter
Posts: 37
Joined: Mon Aug 31, 2015 8:00 pm
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by AyrA »

Just update the game to 0.12.11 or 0.12.12.
I am now at 0.12.13 and the mod still does not work. In fact, many mods no longer work for me. I think something has changed, so you need to access the 'game' variable later.

Not a mod developer, just interpreting the error message.

vedrit
Filter Inserter
Filter Inserter
Posts: 292
Joined: Sun Aug 03, 2014 2:25 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by vedrit »

At .12.11 or .12.12 (or around there) game.xxxx was changed to script.xxxx which broke 99% of mods.
That said, I'm using .12.13 and so far have not run into any issues with Landfill that my limited scripting knowledge hasn't been able to overcome

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Rseding91 »

AyrA wrote:
Just update the game to 0.12.11 or 0.12.12.
I am now at 0.12.13 and the mod still does not work. In fact, many mods no longer work for me. I think something has changed, so you need to access the 'game' variable later.

Not a mod developer, just interpreting the error message.
That's why I said 0.12.11 or 0.12.12 :P
If you want to get ahold of me I'm almost always on Discord.

Haugaard
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Nov 18, 2015 11:51 pm
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Haugaard »

How do you download older versions of your mods? :) I am running Factorio 0.12.10

Interested in:
Landfill 2.1.6
Fluid Void 1.0.1
Compression Chests 1.3.7

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Rseding91 »

Haugaard wrote:How do you download older versions of your mods? :) I am running Factorio 0.12.10

Interested in:
Landfill 2.1.6
Fluid Void 1.0.1
Compression Chests 1.3.7
You can't, you'll have to update to the latest: 0.12.19. I don't support versions past the latest Factorio stable and experimental (if I made the mod when the last stable existed).
If you want to get ahold of me I'm almost always on Discord.

User avatar
lilstrip
Fast Inserter
Fast Inserter
Posts: 189
Joined: Fri Aug 07, 2015 5:01 pm
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by lilstrip »

Why isn't this in the base game already? it would be really usefull to have a tool like this and possibly the ability to build concrete foundations on water since it could add a bit more variety to the way the shore would look. btw really love the mod :D

Urbs
Inserter
Inserter
Posts: 34
Joined: Sat Nov 01, 2014 1:10 pm
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Urbs »

Anyone know why this keeps happening while trying to bomb out a water area?

http://prntscr.com/a3lcqd

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Rseding91 »

Urbs wrote:Anyone know why this keeps happening while trying to bomb out a water area?

http://prntscr.com/a3lcqd
That's by design. The bombs aren't meant to let you make a moat where you're invincible from the biters. It's just a way to get water where there wasn't any more.
If you want to get ahold of me I'm almost always on Discord.

seronis
Fast Inserter
Fast Inserter
Posts: 225
Joined: Fri Mar 04, 2016 8:04 pm
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by seronis »

Instead of always choosing grass as the new land type, why not choose the type of land that is at the players position ?

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Landfill (2.1.7)

Post by Rseding91 »

seronis wrote:Instead of always choosing grass as the new land type, why not choose the type of land that is at the players position ?
I wouldn't be against that but the player can be any number of tiles away or on some built-only tile type when they place the landfills. How do you propose it function?
If you want to get ahold of me I'm almost always on Discord.

Post Reply

Return to “Mods”