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Re: MoMods: CoreMod Downloads
Posted: Wed Mar 09, 2016 3:49 am
by TastyCyan
Hey so I just installed the MoToolBar and am getting this error which is happening with a few other mods
Code: Select all
__motoolbar__/control.lua:13: __motoolbar__/mologiccore/base.lua:68: __motoolbar__/mologiccore/scripts/timer.lua:78: attempt to index global 'game' (a nil value)
Any way I can Fix this?
Re: MoMods: CoreMod Downloads
Posted: Thu Mar 10, 2016 7:26 pm
by ludsoe
Motoolbar is a depreciated mod, since newer and admittedly better mods that serve the same purpose came out. But I suppose i can patch it to use the latest Mologiccore version and run on the latest version of factorio. Assuming you want to still use it.
Re: MoMods: CoreMod Downloads
Posted: Mon May 02, 2016 10:59 pm
by kaleb418
Not sure what's happening, but I installed the and activated the mods:
mopower_0.4.26,
motoolbar_0.0.1,
motrans_0.1.8,
moweather_0.3.71, and
mologiccore, and I got this error when trying to open a world:
__motoolbar__/control.lua:13: __motoolbar__/mologiccore/base.lua:68: __motoolbar__/mologiccore/scripts/timer.lua:78: attempt to index global 'game' (a nil value)
Update:
Figured it out. Thanks!
Re: MoMods: CoreMod Downloads
Posted: Tue May 03, 2016 8:00 pm
by kyranzor
kaleb418 wrote:Not sure what's happening, but I installed the and activated the mods:
mopower_0.4.26,
motoolbar_0.0.1,
motrans_0.1.8,
moweather_0.3.71, and
mologiccore, and I got this error when trying to open a world:
__motoolbar__/control.lua:13: __motoolbar__/mologiccore/base.lua:68: __motoolbar__/mologiccore/scripts/timer.lua:78: attempt to index global 'game' (a nil value)
You should see the above post by the author. The toolbar doesn't work anymore.
Re: MoMods: CoreMod Downloads
Posted: Thu May 05, 2016 9:22 pm
by kaleb418
Question - With the mopower mod, can uranium ore appear in pre-created worlds? Thanks.
Re: MoMods: CoreMod Downloads
Posted: Fri May 06, 2016 4:12 am
by kyranzor
kaleb418 wrote:Question - With the mopower mod, can uranium ore appear in pre-created worlds? Thanks.
Proper resource spawning needs to be done when you start the game. Only way to add ore from a mod after starting a new game is to spawn ore using the console commands.
Re: MoMods: CoreMod Downloads
Posted: Mon Jun 20, 2016 9:09 pm
by BULIGO
I know I am zombifying this thread but: as of today, I installed the MoPower part of the modpack and was able to find some (miniscule agh!) nodes of uranium ore, far far away from my original spawning point. For fast scouting I used the jet plane from the Airplane mod. And pi$$ed off a horde of mobs which folowed me all the way home, of course.
Issues:
-had to rename the .zip
-on old save load it threw some LUA error which I ignored since have no idea what it was about but it still worked.
-had to quote out the wind turbine (accumulator registered twice).
Game ver 0.12
Re: MoMods: CoreMod Downloads
Posted: Thu Jun 23, 2016 6:33 pm
by Phantum
does mopower not work anymore? not getting anything off of the thermal generators. o.o
Re: MoMods: CoreMod Downloads
Posted: Wed Jun 29, 2016 10:10 am
by cartmen180
Phantum wrote:does mopower not work anymore? not getting anything off of the thermal generators. o.o
MoLogicCore requires an update ^^
Re: MoMods: CoreMod Downloads
Posted: Thu Jul 21, 2016 8:49 am
by Berkys32
Hi, does anybody know how to properly remove MoWeather? Deleting .zip file cause time to stop, and i dont want to starz new game. I didnt know that this mod is dead when i decided to try this one...
Re: MoMods: CoreMod Downloads
Posted: Thu Jul 21, 2016 3:48 pm
by steinio
you need to set freeze daytime to false
http://lua-api.factorio.com/0.13.9/LuaS ... ze_daytime
/c game.surfaces[1].freeze_daytime = false
Re: MoMods: CoreMod Downloads
Posted: Thu Jul 21, 2016 5:30 pm
by Berkys32
Thank you very much, sir!
EDIT: It doesnt work:
*here was picture with error message*
Re: MoMods: CoreMod Downloads
Posted: Thu Jul 21, 2016 10:14 pm
by Berkys32
Ok, Im not coder, I dont understand much, but I was able (after hour or so) to find mistake - working command is:
/c game.surfaces[1].freeze_daytime(false)
Thanks again, Steinio, for your help. You saved my save

Re: MoMods: CoreMod Downloads
Posted: Fri Jul 22, 2016 4:47 am
by steinio
Oh I'm very sorry. Maybe because I was writing from mobile counts as excuse but had to read the Lua command more carefully.
Re: MoMods: CoreMod Downloads
Posted: Fri Jul 22, 2016 9:00 am
by Berkys32
steinio wrote:Oh I'm very sorry. Maybe because I was writing from mobile counts as excuse but had to read the Lua command more carefully.
Dont apologize, thanks to you I now know that "freeze :: boolean" means change "freeze" to "true" or "false". Few more research and maybe Ill try to code myself

Re: MoMods: CoreMod Downloads
Posted: Tue Nov 15, 2016 11:33 pm
by Budderwillwin
When I added MoPower to my game one of the errors I get on login are "Error while loading entity prototype 'wind-turbine' (accumulator): Prototype 'wind-turbine' registered twice Modifications: MoPower" I've tried looking the Wind Turbine Section of the config but I don't see a problem I am using the MoPower_0.4.26 on Factorio 0.12.33 if anyone knows what the problem is could you please tell me.