Mod Not working since .18.28 and modder missing

Place to get help with not working mods / modding interface.
Zenman2010
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Mod Not working since .18.28 and modder missing

Post by Zenman2010 »

The mod I am referring to is https://mods.factorio.com/mod/BlueprintLab_Bud18

I have been trying to find an answer to my problem for the past couple of days using what i could find and no luck trying to get the mod working yet

So I am asking for your help to point me in the right direction so I can modify the mod to get it working again

Here is the error message

Code: Select all

Error while running event BlueprintLab_Bud18::on_built_entity (ID 6)
on_built_entity (ID 6) (6) can't be raised through script.
stack traceback:
BlueprintLab_Bud18/scripts/common.lua:79: in function 'ReviveEntity'
BlueprintLab_Bud18/scripts/lab-effects.lua:87: in function <BlueprintLab_Bud18/scripts/lab-effects.lua:79>
stack traceback:
[C]: in function 'raise_event'
BlueprintLab_Bud18/scripts/common.lua:79: in function 'ReviveEntity'
BlueprintLab_Bud18/scripts/lab-effects.lua:87: in function <BlueprintLab_Bud18/scripts/lab-effects.lua:79>
Any info or help will be appreciated
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Impatient
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Re: Mod Not working since .18.28 and modder missing

Post by Impatient »

I think I recall, that in some recent release ( maybe .18.28 ) the ability to trigger events by scripts was removed. When the mod depends on this removed mechanic, then it has to be reprogrammed to further provide its functionality.
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Re: Mod Not working since .18.28 and modder missing

Post by Impatient »

Here is the link to the change anouncement: viewtopic.php?p=495226#p495226

It also describes how situations where events can not be raised anymore, should be dealt with.
Bilka wrote: Fri May 22, 2020 5:53 pm ...
Replacements for raise event calls that no longer work
...
  • on_built_entity - use LuaPlayer.build_from_cursor() which raises the event automatically, alternatively use script_raised_built/script_raised_revive
...
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