[MOD 0.13] Score Extended - rocket score replacement

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Qon
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Re: [MOD 0.12.X] Score Extended - rocket score replacement

Post by Qon »

binbinhfr wrote:working on update to 0.13 , should be ok wednesday evening.
Well it's fairly useless until 0.13.1 though: viewtopic.php?f=30&t=27187
lol
Completely stopped my mega test base.
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binbinhfr
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Re: [MOD 0.12.X] Score Extended - rocket score replacement

Post by binbinhfr »

Good to know ! Thx Qon. It will avoid me some useless minutes of research ;-)
Anyway, I will still update all my mods, to make them basically compatible with 0.13, without blocking errors, so that at least they do not force users to uninstall them (and lose their specifically created entities).
For the functionalities that are still problematic, I will just inactivate them temporarly, until they (or I) find a solution. That's what I did for the Clock Combinator embedded in my TimeTools mod, so that the rest of the mod is already functionnal.
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binbinhfr
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Re: [MOD 0.12.X] Score Extended - rocket score replacement

Post by binbinhfr »

0.13 update ok.

(but read the message of Qon above : satellite loading bug for the moment in factorio 0.13.0, will be corrected in 0.13.1)
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binbinhfr
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Re: [MOD 0.12.X] Score Extended - rocket score replacement

Post by binbinhfr »

0.13.1 correct the loading satellite problem.
mod seems now functionnal.
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Re: [MOD 0.12.X] Score Extended - rocket score replacement

Post by Lejving »

Hello! I've run into a problem and somehow Big Bags interaction seems to be at fault, or you, I'm not too sure but I'm posting here anyways.

The mod runs a is_empty() call which turns out to be nil.

Code: Select all

local ret, invent = pcall(silo.get_inventory, 5)
if ret and not invent.is_empty() then
     silo.launch_rocket()
end
Exact errorcode:

Code: Select all

Error while running hte event handler:
__ScoreExtended__/control.lua:198:attempt to index local 'invent' (a nil value)
Disabling Big Bags doesn't produce this error. So what I'm thinking is that Big Bags somehow makes inventory "empty" or just not exist anymore (and have created a new inventory that's somehow called differentely). Perhaps I'm just not understanding this correctly that might also be a possible way :)

Is this something that you guys can fix or is it on Big Bags table? I've temporarly fixed it by just removing the is_empty() call

Code: Select all

if ret then
	silo.launch_rocket()
end
Don't know why it has to check if my bags are empty or not in the first place? Oh well, don't have time right now to test it in the long run but seems to be fine.


Thanks for awesome mod anyhow.
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binbinhfr
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Re: [MOD 0.12.X] Score Extended - rocket score replacement

Post by binbinhfr »

Hi,

this should not be a problem with BigBags (I also develop bigbags).
I already noticed this problem yesterday and corrected it at home.
it comes from a correction in 0.13 API :
entity.get_inventory(index) returns nil if it doesn't have an inventory for the given index instead of giving an error.
so here is 1.0.8 correction (I'm not at home so I cannot test it).
please tell me if it works.
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Re: [MOD 0.12.X] Score Extended - rocket score replacement

Post by Lejving »

Can't say for the long run but I loaded up my save where I could produce the error immediately and it worked just fine. Good job, thanks a lot!!! :)
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binbinhfr
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Re: [MOD 0.12.X] Score Extended - rocket score replacement

Post by binbinhfr »

Lejving wrote:Can't say for the long run but I loaded up my save where I could produce the error immediately and it worked just fine. Good job, thanks a lot!!! :)
great ! first time I correct a bug without even having access to the program to test it :-)
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by luma88 »

First of all, thank you for the great mod here!

To help you and the community a little bit, I translated your mod into German. See the attached file.

Thank you very much and keep up the good work!

Best wishes from Germany,
luma
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de.cfg
German translation
(295 Bytes) Downloaded 108 times
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binbinhfr
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by binbinhfr »

Hi luma,

thx for the locale. I integrated it and published a new 0.10.0 version. (and credit you in the history.txt file ;) )

But I'm curious : is there no translation for
score-gui-autolaunch = Autolaunch
score-gui-autoshow = Autoshow/hide
?
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by luma88 »

oh I must have missed that:

score-gui-autolaunch = Auto-Start
score-gui-autoshow = Auto anzeigen/verstecken

I just tested it and "Auto anzeigen/verstecken" fits into the text box :)

Now it's 100% correct and translated.

:)
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binbinhfr
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by binbinhfr »

ok, new 1.0.11 version.
with this mod portal, it's easy now ;-)
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by pieppiep »

1.0.12 is broken :(

__ScoreExtended__/prototypes/styles.lua:182: attempt to call global 'extract_monolith' (a nil value)
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by binbinhfr »

please update to 1.0.13 and tell me
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by pieppiep »

Error is gone, thanks!
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by MissUnikitty »

binbinhfr wrote:please update to 1.0.13 and tell me
i second this !
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binbinhfr
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by binbinhfr »

MissUnikitty wrote:
binbinhfr wrote:please update to 1.0.13 and tell me
i second this !
Hi MissUnikitty, I did not really understand your message (I'm french native speaker) : do you mean that the new update is alright, or do you have a problem with the mod ?
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Qon
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by Qon »

Disabling SE makes you lose your score. I wish it didn't do that. Had to temporarily disable all mods because my save got corrupted (Factorio bug). It was free plates cheat map but it's still nice to keep track, lost about 5k rockets lol.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
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binbinhfr
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by binbinhfr »

Hi Qon,

Not a bug from my mod, but Factorio I think :
it's an old bug on maps created with old free scenarios : (i reported on this and now it's corrected)
let another second rocket be constructed and you'll get the right number, that is stored into global.

Then reinstall SE if you want, so that he will leach the vanilla window correct score.

The error is here , in the control.lua of your old map :
when it tries to rebuild the vanilla score window, it put 1 in it !!! but next call will be ok.

Code: Select all

      if player.gui.left.rocket_score == nil then
        local frame = player.gui.left.add{name = "rocket_score", type = "frame", direction = "horizontal", caption={"score"}}
        frame.add{name="rocket_count_label", type = "label", caption={"", {"rockets-sent"}, ""}}
        frame.add{name="rocket_count", type = "label", caption="1"}  -- << ERROR
      else
        player.gui.left.rocket_score.rocket_count.caption = tostring(global.satellite_sent[force.name])  -- << NEXT CALL SHOULD BE OK
      end
Last edited by binbinhfr on Sat Jul 30, 2016 3:45 pm, edited 1 time in total.
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Qon
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Re: [MOD 0.12+] Score Extended - rocket score replacement

Post by Qon »

Sent a rocket from my no mods save and got my score back. Thanks for your help.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
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