^^^^
Go to page 11 of the thread responses, I already went over this one and the fix is posted.
Good luck!
these fixes worked for us, but using the dev build we get an error when placing fluid tanks, as follows:StanFear wrote:did you remove the "#" ?johnney5 wrote:Ok so I changed line 364 from "if time_spent_dict == 0 then", to "if associative_table_count(time_spent_dict) == 0 then"
One of us got ----Error while running the event handler: __Subsurface__/lib.lua:86: bad argument #1 to 'pairs' (table expected, got number)----
ok, I'll fix that one in the next releasejohnney5 wrote: The other one got ----Error while running the event handler: __Subsurface__/control.lua:290: Gui element with name teleportation_progress_bar_container already present in the parent element.----
As I said in OP (I think) this is still WIP and the multiplayer was not tested ... so bugs like this are to be expected !
It only crashes when more than one player is in multiplayer, and does not crash when players join after placing tanks.Simcra wrote:these fixes worked for us, but using the dev build we get an error when placing fluid tanks, as follows:StanFear wrote:did you remove the "#" ?johnney5 wrote:Ok so I changed line 364 from "if time_spent_dict == 0 then", to "if associative_table_count(time_spent_dict) == 0 then"
One of us got ----Error while running the event handler: __Subsurface__/lib.lua:86: bad argument #1 to 'pairs' (table expected, got number)----
ok, I'll fix that one in the next releasejohnney5 wrote: The other one got ----Error while running the event handler: __Subsurface__/control.lua:290: Gui element with name teleportation_progress_bar_container already present in the parent element.----
As I said in OP (I think) this is still WIP and the multiplayer was not tested ... so bugs like this are to be expected !
"Error while running the event handler: __Subsurface__/lib.lua:186:Map doesn't contain 1 player, this function can't be used"
It only crashes when more than one player is in multiplayer, and does not crash when players join after placing tanks.Simcra wrote:Simcra wrote:these fixes worked for us, but using the dev build we get an error when placing fluid tanks, as follows:StanFear wrote:did you remove the "#" ?johnney5 wrote:Ok so I changed line 364 from "if time_spent_dict == 0 then", to "if associative_table_count(time_spent_dict) == 0 then"
One of us got ----Error while running the event handler: __Subsurface__/lib.lua:86: bad argument #1 to 'pairs' (table expected, got number)----
ok, I'll fix that one in the next releasejohnney5 wrote: The other one got ----Error while running the event handler: __Subsurface__/control.lua:290: Gui element with name teleportation_progress_bar_container already present in the parent element.----
As I said in OP (I think) this is still WIP and the multiplayer was not tested ... so bugs like this are to be expected !
"Error while running the event handler: __Subsurface__/lib.lua:186:Map doesn't contain 1 player, this function can't be used"
well yeah, I know, the version on github is not ready to be used at all, it contains current unfinished work with a lot of debug, I'm frankly surprised you got it to not throw an error ...Simcra wrote:We can't get the digging robots to work in multiplayer because you are using the global player variable which only works in singleplayer. You will need to update to use the get_player method instead, which will need more parameters to be passed to most of your methods for player index, etc. See here for more information about the "Game" methods and variables: https://wiki.factorio.com/index.php?title=Lua/Game
Yeah I know, we just love your mod and are really enthusiastic about using those new fluid tanks.StanFear wrote:well yeah, I know, the version on github is not ready to be used at all, it contains current unfinished work with a lot of debug, I'm frankly surprised you got it to not throw an error ...Simcra wrote:We can't get the digging robots to work in multiplayer because you are using the global player variable which only works in singleplayer. You will need to update to use the get_player method instead, which will need more parameters to be passed to most of your methods for player index, etc. See here for more information about the "Game" methods and variables: https://wiki.factorio.com/index.php?title=Lua/Game
plus even in single player you wouldnt be able to get it to work as the wall never gets destroyed
oh, and also, one of the methods in the github version is way not optimised and run pretty much every ticks on my PC, it sent my mod to more than 4 ms per tick (way too much)
anyways, the version I send to download on the main post is the version to use, the on on github is not safe to be used (could error out at any moment)
hum ... 9 deployment centers ? I bet my mod made your UPS go down by a huge amount ! I would say at least 40% decrease ? and when everything got dug, you could not even play anymore, correct ?Szentigrade wrote:had some fun with your mod todayimg
you would be correct, only annoying thing
The Independent item elevator works the same way the ones on the tunnel entrance to : make items go on the belt, and they should be cut to the other sideLutra wrote:how does the independent item elevator work? there are some arrows and i have managed to transfer one or two items at one point, but never a constant stream. pls help
Do you mean are the sprites for the entrance power poles? Yes, I don't have cool gfx now so I use placeholderskiba wrote:Am I supposed to see two electric pole between the tunnel entrance?
On the surface level, there are two big electric pole. Underground, there's only one.Do you mean are the sprites for the entrance power poles? Yes, I don't have cool gfx now so I use placeholderskiba wrote:Am I supposed to see two electric pole between the tunnel entrance?
oh, ok, I see what happened ... I messed up, changed some graphics but not the the size of it ...kiba wrote:On the surface level, there are two big electric pole. Underground, there's only one.Do you mean are the sprites for the entrance power poles? Yes, I don't have cool gfx now so I use placeholderskiba wrote:Am I supposed to see two electric pole between the tunnel entrance?