[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
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.
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 1344 times
-
- Transformator_0.0.5.zip
- (103.71 KiB) Downloaded 551 times
-
- test-mode_0.12.8.zip
- Fixed the marker bug(i accidentally introduced)
- (35.19 KiB) Downloaded 602 times
-
- SupremeWarfare_1.0.5.zip
- (2.59 MiB) Downloaded 2419 times
-
- waitex.zip
- Put this folder into the waitex_0.7.0 Folder then choose combine
- (6.25 KiB) Downloaded 512 times
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- 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 601 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 !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
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
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
Yes, all of my mods are updated (or will be shortly).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
Thanks for doing RailTanker and FAT Controller and Testmode, those would have been next on my list
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
Here ya goOutsider 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
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
Thanks JorgenRe!
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Re: [Mod Compilation 0.12.11+]Unofficially updated mods
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
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
Okay i just looked at it and i see it would require a fair bit of chaning due to the recent changesPiggyWhiskey 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
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
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
This one should work.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
- Attachments
-
- autofill_1.3.7.zip
- (6.88 KiB) Downloaded 473 times
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
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
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
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.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
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
Should, but would not.Outsider wrote:This one should work.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
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
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 :/MakiabelMFE wrote: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.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
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.
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
-
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- Contact:
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
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.
I get this when I place the cyberchest down.
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
From another thread :
https://forums.factorio.com/forum/vie ... 38#p113938
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
https://forums.factorio.com/forum/vie ... 38#p113938
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 ?Narc wrote: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.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
I'm gonna post a pull request and an unofficial binary once I'm sure everything looks right.
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
The best anyone can say is "it depends". Specifically, on what logic is being excised by the removal of on_load and on_save.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
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
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.
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
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
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
@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.
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
Code: Select all
Error while running the event handler: __CyberChest__/script/cyberchest.lua:417: LuaGameScript doesn't contain key game.