same error hereDarkestnoir wrote:Getting this when i place a Cyberchest with 12.13.Code: Select all
Error while running the event handler: __CyberChest__/script/cyberchest.lua:417: LuaGameScript doesn't contain key game.
[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
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
Feel free to use my edits.
tested under factorio 0.12.16
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Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
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....
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
i am testing mods not work in 0.12.15 and 0.12.16
bug in you fix files to Dytech
files in crash mods
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
bug in you fix files to Dytech
files in crash mods
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
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
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
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)
Code: Select all
local seconds = 0 -- math.floor(game.tick/60)
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
I need example code more accurately.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.luaCode: Select all
local seconds = math.floor(game.tick/60)
Code: Select all
local seconds = 0 -- math.floor(game.tick/60)
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
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:
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.
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:
Code: Select all
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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Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
hey dude i cant get this supreme warfare to work, any ideas? its giving me a message saying nil value.
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Can you update the mods to 0.13?
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Busy on vacation.Lukas0120 wrote:Can you update the mods to 0.13?
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