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_ _ Treefarm-Lite_ _/control.lua:18:attempt to index global 'game' (a nil value)
Game version is 0.12.12
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_ _ Treefarm-Lite_ _/control.lua:18:attempt to index global 'game' (a nil value)
Thanks a bunch, that is a cool tip. And for the info about the changes, too. I want to grow trees ... so that I can protect my factory ... (remove the little pollution that I have)PiggyWhiskey wrote:The mod author hasn't posted to these forums since July. The only reason it broke was the devs made some API changes (for the better) unfortunately for users of this mod, it broke a bit. The tree growth and some t2 farm functionality isn't working.
Ive only played with lite, so I can't be sure about the rest.
If you like you could learn to mod and fix it?
Otherwise as posted a few posts ago, try the greenhouse mod.
Probably. I will do that in a day or so.PiggyWhiskey wrote:With no forum activity from the mod author and if you plan on maintaining it, it might be better to make a new thread so you'd have control of the original post.
Thank you very much.Afforess wrote:Probably. I will do that in a day or so.PiggyWhiskey wrote:With no forum activity from the mod author and if you plan on maintaining it, it might be better to make a new thread so you'd have control of the original post.
Alright. I didn't notice because I hadn't gotten to treefarms in my game yet. Sounds like it still needs some work. I will take a look.crazylionator wrote:Thank you very much.Afforess wrote:Probably. I will do that in a day or so.PiggyWhiskey wrote:With no forum activity from the mod author and if you plan on maintaining it, it might be better to make a new thread so you'd have control of the original post.
But it works until load game. When loading trees are not growing.
Your modifications work well even with Factorio 0.12.16 until you place down the first MK2 treefarm (the logistics one).Afforess wrote:I have ported TreeFarm to 0.12.11+. I fixed the on_load, and renamed the game.on_events to script.on_event.
I haven't tested too much, but my game managed to load, so there's that. If a few other people confirm it works, I might add a post in the Unofficial Updates section.
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Notice
Error while running the even handler: __Treefarm-Lite__/control.lua:664: LuaGameScript doesn't contain key get_localised_entity_name.
The line in control.lua that is being referenced needs the caption parameter removed (luckily it's an optional parameter). It should look like this:Kadaban wrote:Your modifications work well even with Factorio 0.12.16 until you place down the first MK2 treefarm (the logistics one).Afforess wrote:I have ported TreeFarm to 0.12.11+. I fixed the on_load, and renamed the game.on_events to script.on_event.
I haven't tested too much, but my game managed to load, so there's that. If a few other people confirm it works, I might add a post in the Unofficial Updates section.
The following error pops up as soon as placing it:The game then boots you to the main screen.Code: Select all
Notice Error while running the even handler: __Treefarm-Lite__/control.lua:664: LuaGameScript doesn't contain key get_localised_entity_name.
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local rootFrame = player.gui.center.add{type = "frame", name = "fieldmk2Root", direction = "vertical"}
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local rootFrame = player.gui.center.add{type = "frame", name = "fieldmk2Root", caption = game.get_localised_entity_name("tf-fieldmk2"), direction = "vertical"}
Hey TimmePure, you're welcome, and thanks for taking the time to say "thanks" i hope it worked for you (and the 54 others that downloaded it )TimmPure wrote:Thanks for the effort Mordred, I'll give that attachment a shot .
Thanks!Mordred wrote:Can someone upload a file with the necessary changes done to get it up n running in newer builds again?
Would be cool, 'cause i'm not sure if i found all the necessery changes in the board.
[Edit]
Nvm. found it out. The files are in the attachments.
[Edit2]
Tried to fix the error "on load", i added a check if "game is Nil" and the following 2 lines are not called as Long as that's the case. But i'm honestly not sure about the Long term effects from that Change. The game loads, saves, loads again even with running tree farms, but there may be resulting Errors later on due to that Change.
Lite is just Treefarm MK1 and MK2 with germling production, AC adds Fertilizer production, a coke coal production chain, medicine (healing stuff) production chain, and "organic warfare" - that is glue turrets, glue rockets, and glue capsule (or something like that).goku90504 wrote:whats the difference between lite and AC?