However the game won't crash directly but give's me an error that i can share with you.

New worlds will still work tho. An fix would make me happy

Btw awesome mod! Keep up the good work!
Thanks. Conditions for this bug should be very specific, I believe. It's kinda hard for me to reproduce. But, I reuploaded fixed version. See if this helps.Wiloxe wrote:After updating from 0.7.0 to 0.8.0 the game crashes whenever loading an old save game.
However the game won't crash directly but give's me an error that i can share with you.
New worlds will still work tho. An fix would make me happy
Btw awesome mod! Keep up the good work!
Unfortunately, I don't know. This part of the mod was like that from the beggining, and I never encountered an error like that. Is the bug persistent or occasional? If it is persistent can you try to isolate problematic chest by removing them one by one?diddlydum2 wrote:Hey, I LOVE this mod, but unfortunately I had an error with it - it says "__CyberChest__/script/cyberchest.lua:33: LuaEntity doesn't contain key remove", do you know what might have caused this issue?
Okay, I might have caused it by slightly abusing the mod.SigmatroN wrote:Unfortunately, I don't know. This part of the mod was like that from the beggining, and I never encountered an error like that. Is the bug persistent or occasional? If it is persistent can you try to isolate problematic chest by removing them one by one?diddlydum2 wrote:Hey, I LOVE this mod, but unfortunately I had an error with it - it says "__CyberChest__/script/cyberchest.lua:33: LuaEntity doesn't contain key remove", do you know what might have caused this issue?
Edit: After thinking about it, I came to a conclusion that this might happen if there is an item, you trying to produce, that requires more that one stack of some ingredient.. Although this sounds almost impossible, the very bug itself is pretty rare
Looks like, Somebody up there likes you.diddlydum2 wrote:Okay, I might have caused it by slightly abusing the mod.SigmatroN wrote:Unfortunately, I don't know. This part of the mod was like that from the beggining, and I never encountered an error like that. Is the bug persistent or occasional? If it is persistent can you try to isolate problematic chest by removing them one by one?diddlydum2 wrote:Hey, I LOVE this mod, but unfortunately I had an error with it - it says "__CyberChest__/script/cyberchest.lua:33: LuaEntity doesn't contain key remove", do you know what might have caused this issue?
Edit: After thinking about it, I came to a conclusion that this might happen if there is an item, you trying to produce, that requires more that one stack of some ingredient.. Although this sounds almost impossible, the very bug itself is pretty rareThe cyberfusion upgrades basically work as having extra speed modules for free, so I wanted to get a superfast assembler. However, when I paired it with dytech's level 5 assembler, it was making circuits so quick that the cyberchest couldn't keep up. To fix this, I just put down the cyberchest beside the assembler, set it to make green circuits, and then ignored it and used very fast inserters to move things in and out of the assembler. I tried to use the same method for red circuits and it broke whenever the copper cables in it filled up.
The cyberchest was full of wire at the time, if that helps
Also, I'm in the middle of my exams right now, so I've not really got so much time for factorio, but I will try and give you more information if you need it.
Edit: After looking at someone else's post I think I figured out images.
Image 1Image 2
Thanks! Just use version 0.90?SigmatroN wrote:
Looks like, Somebody up there likes you.When you posted your first post, I was in the middle of solving that "keep up" problem of your's. Just use new tech and you should be good.
If you don't want robots to haul produced items into the chest, try to set bar on their slots (as far as i remember). Or look at update 8.0, 9.0 spoilers in the original post for solution.But I don't understand the advantage of the requester-functionality... I use one of the cyberchests for green science packs and i want to have them in a red chest. But now my robots will always fly them back in the cyberchest while the smart inserter will take em out again and again and again (instead of bringing them to the blue requester chests in front of my science labs). Where's my fault?
Killerwowlf wrote:it does not work.
it opens a window and stands there
__CyberChest __ / Control.lua : 2 :
__CyberChest __ / Script / cyberchest.lua : 4 :
attempt to index global 'game' (a nil value)
pls help ^^
The problem i believe is due to it accessing game. whilst loading the game. Something that was a bad thing to do so the devs stopped it from being possible. The fix is to simply set the surface whilst the game is running. As in when a cyberchest is placed.sasaa_86 wrote:Killerwowlf wrote:it does not work.
it opens a window and stands there
__CyberChest __ / Control.lua : 2 :
__CyberChest __ / Script / cyberchest.lua : 4 :
attempt to index global 'game' (a nil value)
pls help ^^
the problem is in this line:
surface = game.surfaces['nauvis']
tried in 0.12.33
anybody know a fix?
greets SaSaa