[MOD 0.16] Vehicle Wagon 1.2.5
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Cool, its doesn't crash anymore!
Thank you!
Have you thought about what I told you for the other thing?
Thank you!
Have you thought about what I told you for the other thing?
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Hi, I noticed you never overwrite the base wagon icon of the entities.
I'm using entity.icon to generate signals representing train composition in Logistic Train Network.
I'm using entity.icon to generate signals representing train composition in Logistic Train Network.
My Mods: mods.factorio.com
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
Right you are, I'll have this fixed for the next update.Optera wrote:Hi, I noticed you never overwrite the base wagon icon of the entities.
I'm using entity.icon to generate signals representing train composition in Logistic Train Network.
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
Thanks for this really handy mod. It's very handy when exploring with RSO! However, I recently started using the awesome Bulldozer mod. This thing is incredibly handy for running rails through forests and it would be great if I could put it on a wagon on my expansion train. Can you add support for the bulldozer vehicle please?
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
Perhaps.... but you could just use FARL to run your rail lines through forests, don'tcha know?Commander Gizmo wrote:Thanks for this really handy mod. It's very handy when exploring with RSO! However, I recently started using the awesome Bulldozer mod. This thing is incredibly handy for running rails through forests and it would be great if I could put it on a wagon on my expansion train. Can you add support for the bulldozer vehicle please?
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
Thanks for the tip! I've seen FARL, but I found it too cheaty at this point. I'll probably change my tune once I'm trying to lay track for days and days, but at least for now I want to build the tracks myself.Supercheese wrote:Perhaps.... but you could just use FARL to run your rail lines through forests, don'tcha know?
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
Umm.... Please?Commander Gizmo wrote:Thanks for this really handy mod. It's very handy when exploring with RSO! However, I recently started using the awesome Bulldozer mod. This thing is incredibly handy for running rails through forests and it would be great if I could put it on a wagon on my expansion train. Can you add support for the bulldozer vehicle please?
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Could you please add support for the AAI vehicles? I really like your mod
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
I've been looking into it, might be able to make that happen.Ark wrote:Could you please add support for the AAI vehicles? I really like your mod
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Please add the mod LJD Vehicles to your list of vehicles. This mod is really handy and I like it.
Cornyne
Cornyne
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
Unfortunately, the terms of the license for LJD Vehicles prevent me from adding Vehicle Wagon support for it:Cornyne wrote:Please add the mod LJD Vehicles to your list of vehicles. This mod is really handy and I like it.
Cornyne
I would need to edit the LJD Vehicles sprite sheet to make it compatible with Vehicle Wagon and add it to the mod bundle, which would violate the license terms.Abandon:
If this Mod becomes abandoned, anyone may take up the task to update it to the current version. These updates may only be toward to goal of making it usable with the current version of factorio. Any other use of the mod code or resources is not allowed.
Learning:
This mod may be used to learn more about making mods but not used to make a mod for release.
You could talk to the mod author and see about having the license changed to something more permissive.
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Any idea if/when you'll be releasing an 0.15 version? Or is this a "wait for stable release" situation?
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
I'm working one-at-a-time on updating mods for 0.15, and currently I'm working on Orbital Ion Cannon, which is shaping up to be a major, major update, so it'll take a while before I can get around to Vehicle Wagon here.Jarin wrote:Any idea if/when you'll be releasing an 0.15 version? Or is this a "wait for stable release" situation?
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
(Reposted because I didn't realize it had to be researched the first time)
For what it's worth, changing the version to 0.15 in info.json throws an error related to the winch entity prototype: "Max health must be positive". If I open entities.lua and change the winch's max health from 0 to 1, it almost works: I can research the tech, build a flatcar and winch, and get a car onto the flatcar. When I try to winch it off, the sound plays, then I get kicked out to the main menu with the error:
Also, the name of the tech and the two items appear in-game as:
No pressure on Supercheese, I know you're busy. But if anyone who knows more about modding than I do has any suggestions, I'd be happy to poke at this some more.
For what it's worth, changing the version to 0.15 in info.json throws an error related to the winch entity prototype: "Max health must be positive". If I open entities.lua and change the winch's max health from 0 to 1, it almost works: I can research the tech, build a flatcar and winch, and get a car onto the flatcar. When I try to winch it off, the sound plays, then I get kicked out to the main menu with the error:
Code: Select all
Notice
Error while running event Vehicle Wagon::on_tick (ID 0)
LuaGameScript doesn't contain key raise_event.
stack traceback:
__Vehicle Wagon__/control.lua:150: in function <__Vehicle Wagon__/control.lua:102>
Code: Select all
Unknown key:"technology-name.vehicle-wagons"
Unknown key:"entity-name.vehicle-wagon"
Unknown key:"entity-name.winch"
Re: [MOD 0.14] Vehicle Wagon 1.0.6
The error can be fixed by replacing "game.raise_event" to "script.raise_event".Phasma Felis wrote:(Reposted because I didn't realize it had to be researched the first time)
For what it's worth, changing the version to 0.15 in info.json throws an error related to the winch entity prototype: "Max health must be positive". If I open entities.lua and change the winch's max health from 0 to 1, it almost works: I can research the tech, build a flatcar and winch, and get a car onto the flatcar. When I try to winch it off, the sound plays, then I get kicked out to the main menu with the error:
Also, the name of the tech and the two items appear in-game as:Code: Select all
Notice Error while running event Vehicle Wagon::on_tick (ID 0) LuaGameScript doesn't contain key raise_event. stack traceback: __Vehicle Wagon__/control.lua:150: in function <__Vehicle Wagon__/control.lua:102>
No pressure on Supercheese, I know you're busy. But if anyone who knows more about modding than I do has any suggestions, I'd be happy to poke at this some more.Code: Select all
Unknown key:"technology-name.vehicle-wagons" Unknown key:"entity-name.vehicle-wagon" Unknown key:"entity-name.winch"
(Reason: the raise_event function is moved from the game object to the script object)
The lost locale can be fixed by eliminating the white spaces before and after "=" in the locale files.
Code: Select all
vehicle-wagon = You can use a ...
Code: Select all
vehicle-wagon=You can use a ...
(PM Supercheese with the updated version so he can upload it quickly? )
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
Mooncat wrote:The error can be fixed by replacing "game.raise_event" to "script.raise_event".Phasma Felis wrote:(Reposted because I didn't realize it had to be researched the first time)
For what it's worth, changing the version to 0.15 in info.json throws an error related to the winch entity prototype: "Max health must be positive". If I open entities.lua and change the winch's max health from 0 to 1, it almost works: I can research the tech, build a flatcar and winch, and get a car onto the flatcar. When I try to winch it off, the sound plays, then I get kicked out to the main menu with the error:
Also, the name of the tech and the two items appear in-game as:Code: Select all
Notice Error while running event Vehicle Wagon::on_tick (ID 0) LuaGameScript doesn't contain key raise_event. stack traceback: __Vehicle Wagon__/control.lua:150: in function <__Vehicle Wagon__/control.lua:102>
No pressure on Supercheese, I know you're busy. But if anyone who knows more about modding than I do has any suggestions, I'd be happy to poke at this some more.Code: Select all
Unknown key:"technology-name.vehicle-wagons" Unknown key:"entity-name.vehicle-wagon" Unknown key:"entity-name.winch"
(Reason: the raise_event function is moved from the game object to the script object)
The lost locale can be fixed by eliminating the white spaces before and after "=" in the locale files.should beCode: Select all
vehicle-wagon = You can use a ...
(Reason: Factorio no longer trim the white spaces)Code: Select all
vehicle-wagon=You can use a ...
(PM Supercheese with the updated version so he can upload it quickly? )
Nevermind, found it. I'll see what happens
After discovering there was a lot of game.raise_event to change (3 files) I finally got it working, it seems. I'll PM supercheese.
Here's the link, may or may not corrupt save files, blow up all your trains and crash factorio. Probably works.
https://www.dropbox.com/s/w0gmx4akwsx43 ... 6.zip?dl=0
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
Nice, I'll review it when I next have time.
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Is there any chance of you adding Angels to this supercheese
I love this mod, and i would love to be able to load my MCV onto my trains!
I love this mod, and i would love to be able to load my MCV onto my trains!
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Re: [MOD 0.14] Vehicle Wagon 1.0.6
This works great for me, thanks so much! All you missed was the thing about removing whitespace to fix the in-game text, so I've done that and attached the result.The_Destroyer wrote:Here's the link, may or may not corrupt save files, blow up all your trains and crash factorio. Probably works.
High fives to Supercheese, Mooncat, and Destroyer. Great teamwork, guys!
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- Vehicle Wagon_1.0.6.zip
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Re: [MOD 0.15] Vehicle Wagon 1.1.0
Thanks for the contributions guys, version 1.1.0 is now released. A new feature is blinking arrows that indicate which vehicle you have selected for winching -- try it out and see!