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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Sat Jan 09, 2016 3:39 pm
by antisocialian
sent you a message with the link :)

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Tue Mar 01, 2016 8:00 pm
by SHiRKiT
I got it to work in 0.12.24, can someone else confirm this? Anyone having issues?

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Mon Mar 21, 2016 2:00 pm
by Ghoulish
Can I load this on an established factory?

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Mon Mar 21, 2016 2:08 pm
by SHiRKiT
Ghoulish wrote:Can I load this on an established factory?
Definitivally.

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Mon Mar 21, 2016 6:55 pm
by Yinan
The funny thing with this mod is:
I would actually want it to be exactly the other way around.

It's extremely annoying to me that when I deconstruct more stuff than I have personal Bots, that then some factory bots come and take away the stuff I wanted in my inventory.

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Sun Apr 17, 2016 3:06 am
by Vas
This doesn't work, it gives me a filename error when I try to load up the game. Something about being case sensitive and the name of the mod.

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Sun Apr 17, 2016 5:57 am
by sporefreak
Vas wrote:This doesn't work, it gives me a filename error when I try to load up the game. Something about being case sensitive and the name of the mod.
Open up the downloaded zip file and copy the exact file name of the file located inside. then go back and rename the downloaded zip file to the exact file name of the one inside it.

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Tue Apr 19, 2016 1:02 pm
by Vas
I don't use zips in the mod folder, I extract the contents into my mod folder.

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Tue Apr 19, 2016 4:13 pm
by SHiRKiT
Well I setup to work with the Zip, you shouldn't need to extract unless you need to change some config files. But it should work regardless, as I use extracted folder on the dev.

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Sun May 01, 2016 1:25 am
by Peppe
I was getting an attempt to index a nil value on line 82 of control.lua.

I may have had this mod in the save before and later removed or disabled it. Don't recall 100%.

Seemed to work fine in other saves, so I added this check before 82 to re-initialize:

Code: Select all

									-- Swap items and properties
									if global.roboports[player.name] == nil then
										initContent()
									end
									global.roboports[player.name].modules[i] = grid.take( {position = pos} ).name

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Sat Oct 08, 2016 10:57 am
by BlackHat
Just got back into Factorio after a long absence... I used this mod back in 0.12.30 games when I last played.

Does this mod still work in 0.13 or 0.14 games? (Or is it even necessary? Its function now incorporated into the game)

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Sat Oct 08, 2016 11:09 am
by Nexela

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Posted: Sat Oct 08, 2016 11:21 am
by BlackHat
Ok so its not in the game yet. :D

And that will work for 0.14. :)

I am still getting 0.13 set up to play. (I am in no rush to get to 0.14 yet. (I will switch when its not experimental) ;)

Oh well. Thanks for the quick reply. ;)