option to catch all lua runtime errors
Posted: Mon Feb 05, 2018 11:34 am
Hi,
I am working on a mod that will provide a "scripted combinator".
That will allow for a player provided lua script to be excuted.
I use the lua xpcall() to prevent game crashes but some errors are still handled by the "game itself" (f.e. index out of bounds on signal parameters, nil value for entity elements).
Would like to catch all errors within the mod
I am working on a mod that will provide a "scripted combinator".
That will allow for a player provided lua script to be excuted.
I use the lua xpcall() to prevent game crashes but some errors are still handled by the "game itself" (f.e. index out of bounds on signal parameters, nil value for entity elements).
Would like to catch all errors within the mod