EDIT: Nevermind. I just changed 0.13 to 0.14 in info.json file and mod is working perect again
![Smile :)](./images/smilies/icon_e_smile.gif)
Thank you, worked.Nexela wrote:Options->Mods->Per Player
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--[[Picker Hide Minimap]]--
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local function picker_hide_minimap(event)
local player = game.players[event.player_index]
if not player.opened and player.selected and (player.selected.type == "logistic-container" or player.selected.type == "electric-pole") and player.game_view_settings.show_minimap then
if player.mod_settings["picker-hide-minimap"].value then
player.game_view_settings.show_minimap = false
end
elseif not player.game_view_settings.show_minimap and not (player.selected and (player.selected.type == "logistic-container" or player.selected.type == "electric-pole")) then
if player.mod_settings["picker-hide-minimap"].value then
player.game_view_settings.show_minimap = true
end
end
end
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LuaEquipmentPrototype doesn't contain key logistic_mode. stack traceback: PickerExtended/picker/filterfill.lua:216: in function <PickerExtended/picker/filterfill.lua:212> [C]: in function 'pcall' PickerExtended/stdlib/event/event.lua:99: in fucntion <PickerExtended/stdlib/event/event.lua:82>
The picker version of Sticky notes and in fact none of the stuff in Picker has any tick handlerOdhrean wrote:I love this mod's core Features but i must assist Mooncat: This mod tries to merge too many mods into one
I want the really good core-Features of this Picker Mod (enhanced "Q" Functions) but it bugs me that there are many more Features
- i don't want cheat, only enhance the ui to do things easier
- do not understand why are all Items "Base Mod -> Picker Extended Version"? do they have a different recipe???
- i don't want functions which costs performance i don't need (i.e. i don't want Sticky Notes which do something every tick)
- i don't want bugs which interrupt the gameplay in functions i do not use (just had the Message "Vector<T> too long" on Stick Notes Feature popping up more than once bevore evry save try... game is not saved!...)
It is better to separate all the different items into separate mods.
You could link all the mods in the description block together so all users can decide which function they want and install the mod.
Edit: You programmed the mod very clean and modular, congratz. It was no problem to remove the sticky notes just by commenting some require's
Thanks for the report, I will look into it. Do you remember what you were doing at the time to cause the error?Tomik wrote:I have a problem.
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LuaEquipmentPrototype doesn't contain key logistic_mode. stack traceback: PickerExtended/picker/filterfill.lua:216: in function <PickerExtended/picker/filterfill.lua:212> [C]: in function 'pcall' PickerExtended/stdlib/event/event.lua:99: in fucntion <PickerExtended/stdlib/event/event.lua:82>
I used one other mod and I think the interaction did something. The mod is Fission and Fusion. Adds advanced fission generators into the game and two types of Fusion reactors. It also changes the base Portable Fusion Reactor by creating a fuel canister for it that has to be put into one when it is already placed in the power armor. That is where the error happened. I made power armor. Made a Portable Fusion reactor and placed it inside it and then made several deuterium pellet canisters to fuel it. After I opened the PA slot space, I right clicked on the reactor, a fuel insertion interface opened up and I placed one stack of the canisters into it. This caused the error message to appear but it didn't crash the game. Which is strange. This error message doesn't crash the game.Nexela wrote:Thanks for the report, I will look into it. Do you remember what you were doing at the time to cause the error?Tomik wrote:I have a problem.
Code: Select all
LuaEquipmentPrototype doesn't contain key logistic_mode. stack traceback: PickerExtended/picker/filterfill.lua:216: in function <PickerExtended/picker/filterfill.lua:212> [C]: in function 'pcall' PickerExtended/stdlib/event/event.lua:99: in fucntion <PickerExtended/stdlib/event/event.lua:82>
'Long Reach Fix' mod ?QuackerJ4ck wrote:Hi!
Is there an option to increase the long-reach function?
Otherwise, where can i change that in the mod files?