Sorry it has taken a while to respond. Are you running any other mods? Are you sure you're running 0.2.3 of my mod? Have you let it sit a while (it can take a while to get all item values for the first time if there are a lot of items from mods)? Are you running a new save or an old one? Vanilla with a new save should work just fine assuming both the game and the mod are the latest version.Devildog wrote:Latest And older versions cause game to Black Screen on new game / Loading a game.
*EDIT : Only Got Versions 1.0 , 1.1 , 1.2 Work on Factorio Version V0.11.22
[MOD 0.11.22] Galactic Trade Mod
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Re: [MOD 0.11.22] Galactic Trade Mod [WIP]
Creator of the Galactic Trade mod
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Re: [MOD 0.11.22] Galactic Trade Mod [WIP]
Can you tell me what mod you are trying to run with it, because I am unable to reproduce any errors with mods. Also make sure that you followed all the instructions for adding compatibility with my mod. It seems like you might have missed the step where you add syles.lua to the other mod folders and add thekeyboardhack wrote:Error:Error Cause:Code: Select all
Error while running the event handler: __GalacticTrade__/control.lua:376: Unknown style long-handed-burner-inserter_gt_button_style
Items from other mods are added after GalacticTrade styles are created thus not creating a style for them so when GalacticTrade tries to make a button for the item it can't find the style and instead throws an error.
To fix it:
Rename data.lua to data-final-fixes.lua
Why it works:
GalacticTrade now makes its styles after all items have been added to the game thus preventing any mod from creating items after the styles has been created.
Code: Select all
require("styles")
Creator of the Galactic Trade mod
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Re: [MOD 0.11.22] Galactic Trade Mod [WIP]
I want to make it to where you can build the chest anywhere in your factory for now. I will think about your idea more an maybe implement something like it. You are welcome to make a mod that mods my mod (oh english how you can be confusing), If you want to do something like that what I suggest you do is make a mod that has my mod as a dependency and with that you can change recipies, remove items, and do your own thing with what my mod has to offer. I do plan on making my code a bit cleaner later on (it probably needs a full rewrite). If you ever decide to do it post the link to the forum post and I'll put it in the thread.aureon wrote:Have you thought of, rather than enabling the player to build universal chests, spawning 'outposts' with chests far away from base, with said chests being limited to certain items?
I guess it's a modmod idea, and i may just make it after 0.12 hits if you allow me to use your code : )
Creator of the Galactic Trade mod
Re: [MOD 0.11.22] Galactic Trade Mod [WIP]
Tried with my mod pack - Failed.
Tried with Vanilla no mods but the one on a new map - Failed.
The three versions i did try did work with all mods an vanilla.
Black screen happened on 2 computers.
A Quad core and a 8 Core with Factorio/mods on ssd.
Tried with Vanilla no mods but the one on a new map - Failed.
The three versions i did try did work with all mods an vanilla.
Black screen happened on 2 computers.
A Quad core and a 8 Core with Factorio/mods on ssd.
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Re: [MOD 0.11.22] Galactic Trade Mod [WIP]
In the latest version I made it to where it calculates the values of all items in the game, if you have a lot of mods that takes a while. If you don't give the raw resource values in the config.lua it takes longer. If you link me to the modpack I can get those resource values for you. In the next update I will have it to where there is a loading bar when its getting those values.Devildog wrote:Tried with my mod pack - Failed.
Tried with Vanilla no mods but the one on a new map - Failed.
The three versions i did try did work with all mods an vanilla.
Black screen happened on 2 computers.
A Quad core and a 8 Core with Factorio/mods on ssd.
Creator of the Galactic Trade mod
Re: [MOD 0.11.22] Galactic Trade Mod [WIP]
its a nice mod if you like galactic
Re: [MOD 0.11.22] Galactic Trade Mod [WIP]
coopmaster wrote:In the latest version I made it to where it calculates the values of all items in the game, if you have a lot of mods that takes a while. If you don't give the raw resource values in the config.lua it takes longer. If you link me to the modpack I can get those resource values for you. In the next update I will have it to where there is a loading bar when its getting those values.Devildog wrote:Tried with my mod pack - Failed.
Tried with Vanilla no mods but the one on a new map - Failed.
The three versions i did try did work with all mods an vanilla.
I dont think it would be a great idea because im running nearly every mod on the forum lol.
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Re: [MOD 0.11.22] Galactic Trade Mod [WIP]
Next version will make loading the values a lot quicker, so I suggest waiting. If there is any kind of list you can give me of the mods you are using that would be helpful so I can include item values in the mod config for you and other people to use. Also if you want to you can help me determine the value of some of the items that don't have recipes (so what would be going into the config.lua).Devildog wrote:I dont think it would be a great idea because im running nearly every mod on the forum lol.
Creator of the Galactic Trade mod
Re: [MOD 0.11.22] Galactic Trade Mod
Hello,
I don't understand how to change the items in the buyable list. In your screen you have the upgrades modules, not me :
2 - Your mod is very buggy, 2 minutes after the logistics trading chest (buy) bought iron, copper, and circuits, they disapears (but not dytech's liquid handler for exemple)... Nice.
I don't understand how to change the items in the buyable list. In your screen you have the upgrades modules, not me :
2 - Your mod is very buggy, 2 minutes after the logistics trading chest (buy) bought iron, copper, and circuits, they disapears (but not dytech's liquid handler for exemple)... Nice.
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Re: [MOD 0.11.22] Galactic Trade Mod
There is an updated version for 0.12+ here. The 0.11.22 version was very buggy, yes, but I think you will see that it has gotten better. There are instructions on the forum post and in the config.lua on how to add items for latest versions. The versions in this thread are no longer supported, so if you have any problems with them I'm probably not going to fix it.ikodan wrote:Hello,
I don't understand how to change the items in the buyable list. In your screen you have the upgrades modules, not me :
2 - Your mod is very buggy, 2 minutes after the logistics trading chest (buy) bought iron, copper, and circuits, they disapears (but not dytech's liquid handler for exemple)... Nice.
Creator of the Galactic Trade mod