Search found 31 matches
- Sat Jul 04, 2020 12:48 pm
- Forum: General discussion
- Topic: New Stile Tool Belt
- Replies: 4
- Views: 1630
New Stile Tool Belt
have just upgraded from version 0.16.51 to version 0.17.79 and was looking forward to an improved game experience, and to be honest the graphics are wow. :D But to my horror I found that the tool belt has been rendered useless. A change that just did not need to happen. :( Please can we have a mod t...
- Fri Aug 17, 2018 9:38 pm
- Forum: Modding help
- Topic: "column_count" not found in property tree Problem
- Replies: 4
- Views: 2051
Re: "column_count" not found in property tree Problem
Thank you Klonan, I did the suggested change and all is now working fine.
- Fri Aug 17, 2018 7:00 pm
- Forum: Modding help
- Topic: "column_count" not found in property tree Problem
- Replies: 4
- Views: 2051
Re: "column_count" not found in property tree Problem
This is an old mod first authored by "Turtle” and subsequently modded to keep up with factorio versions. I find this mod to be very useful as the driving mechanic in the game is sketchy to say the least. Please find below the control lua code: script.on_event(defines.events.on_player_driving_ch...
- Fri Aug 17, 2018 2:47 pm
- Forum: Modding help
- Topic: "column_count" not found in property tree Problem
- Replies: 4
- Views: 2051
"column_count" not found in property tree Problem
Hi I am playing Factorio v 0.16.51. I have a mod giving the following Error: Error while running event DriveAssist::on_player_driving_changed_state (ID 26) Key "column_count" not found in property tree at ROOT stack traceback: __DriveAssist__/control.lua:6: in function <__DriveAssist__/con...
- Tue Sep 12, 2017 9:52 pm
- Forum: Modding help
- Topic: Curved Rail Mod in Version 15
- Replies: 15
- Views: 4739
Re: Curved Rail Mod in Version 15
Addendum. All seems to work now; well at least factorio now accepts the mod, no error reports, so will have to see how it goes in the game. darkfrei thank you very much for all your help It has been most appreciated.
- Tue Sep 12, 2017 9:36 pm
- Forum: Modding help
- Topic: Curved Rail Mod in Version 15
- Replies: 15
- Views: 4739
Re: Curved Rail Mod in Version 15
darkfrei. I have installed Notepad++ but the encodeing selection does not give me encode in UTF-8 without BOM. The only choises it gives me are UTF-8 or UTF-8-BOM.
- Tue Sep 12, 2017 8:25 pm
- Forum: Modding help
- Topic: Curved Rail Mod in Version 15
- Replies: 15
- Views: 4739
Re: Curved Rail Mod in Version 15
darkfrei. I have no idea what that is never mind wherer to find out.
- Tue Sep 12, 2017 8:03 pm
- Forum: Modding help
- Topic: Curved Rail Mod in Version 15
- Replies: 15
- Views: 4739
Re: Curved Rail Mod in Version 15
darkfrei. Please see below copy of the data.lua as requested. As to the other error, if it is what I thik it is, it is a transcribing error on my part. data:extend({ { type = "item", name = "curved-rail", icon = "__base__/graphics/icons/curved-rail.png", ...
- Tue Sep 12, 2017 7:19 pm
- Forum: Modding help
- Topic: Curved Rail Mod in Version 15
- Replies: 15
- Views: 4739
Re: Curved Rail Mod in Version 15
darkfrei. Tryed the code and got the folowwing error mesage:
Failed to load mods:___CurvedRail__?data.lua:2unexpected Symbol near char(160)
Failed to load mods:___CurvedRail__?data.lua:2unexpected Symbol near char(160)
- Tue Sep 12, 2017 6:04 pm
- Forum: Modding help
- Topic: Curved Rail Mod in Version 15
- Replies: 15
- Views: 4739
Re: Curved Rail Mod in Version 15
darkfrei. Thank you for the help. But I am not a coder and this might be a daft question, but which file does this code need to be copyed to?
- Tue Sep 12, 2017 3:35 pm
- Forum: Modding help
- Topic: Curved Rail Mod in Version 15
- Replies: 15
- Views: 4739
Re: Curved Rail Mod in Version 15
Sorry but I fail to see how this helps.
- Mon Sep 11, 2017 8:56 pm
- Forum: Modding help
- Topic: Curved Rail Mod in Version 15
- Replies: 15
- Views: 4739
Curved Rail Mod in Version 15
How to make the curved rail mod work in version 15? As this mod makes any form of complex junction easer to make.
- Sun Nov 13, 2016 4:29 pm
- Forum: Modding help
- Topic: How to make a 12.x mod work on a 13.x game
- Replies: 13
- Views: 4634
Re: How to make a 12.x mod work on a 13.x game
Well this error was on my end and has been solved. Just got to game test now as this will take some time, I will post the results hear as I get them.
Thank you so much for your help. All the best.
Thank you so much for your help. All the best.
- Sun Nov 13, 2016 4:06 pm
- Forum: Modding help
- Topic: How to make a 12.x mod work on a 13.x game
- Replies: 13
- Views: 4634
Re: How to make a 12.x mod work on a 13.x game
Close now the error is:
__DriveAssist__/control.lua:2: unexpected symbol near char(160)
__DriveAssist__/control.lua:2: unexpected symbol near char(160)
- Sun Nov 13, 2016 3:34 pm
- Forum: Modding help
- Topic: How to make a 12.x mod work on a 13.x game
- Replies: 13
- Views: 4634
Re: How to make a 12.x mod work on a 13.x game
Sorry I am very new to this, so i have no idea what you just said. I'm afraid i need the idiots version.
- Sun Nov 13, 2016 11:28 am
- Forum: Modding help
- Topic: How to make a 12.x mod work on a 13.x game
- Replies: 13
- Views: 4634
Re: How to make a 12.x mod work on a 13.x game
Ok done but would you belive it I have a new message, as follows:
Error while running the event handler: __DriveAssist__/control.lua:3: attempt to index field 'player' (a nil value)
Error while running the event handler: __DriveAssist__/control.lua:3: attempt to index field 'player' (a nil value)
- Sun Nov 13, 2016 12:00 am
- Forum: Modding help
- Topic: How to make a 12.x mod work on a 13.x game
- Replies: 13
- Views: 4634
Re: How to make a 12.x mod work on a 13.x game
Thinking on It might be helpful if I posted the lua file so please see below: require "defines" script.on_event(defines.events.on_tick, function(event) if game.tick%20 == 0 then if game.player.vehicle and game.player.vehicle.valid and game.player.vehicle.type == "car" then if gam...
- Sat Nov 12, 2016 11:29 pm
- Forum: Modding help
- Topic: How to make a 12.x mod work on a 13.x game
- Replies: 13
- Views: 4634
Re: How to make a 12.x mod work on a 13.x game
Ok that seems to work now but with new game I get this error code:
_DriveAssist__/control.lua:1: module defines not found; no such file __DriveAssist__/defines.lua no such file __DriveAssist__/defines.lua no such file C:/Program Files/Factorio/data/core/lualib/defines.lua
Never seems to end.
_DriveAssist__/control.lua:1: module defines not found; no such file __DriveAssist__/defines.lua no such file __DriveAssist__/defines.lua no such file C:/Program Files/Factorio/data/core/lualib/defines.lua
Never seems to end.
- Sat Nov 12, 2016 11:05 pm
- Forum: Modding help
- Topic: How to make a 12.x mod work on a 13.x game
- Replies: 13
- Views: 4634
Re: How to make a 12.x mod work on a 13.x game
Hi Thank you for the reply. I tried the modification you suggested but I just got the following message: -------------------------- Error --------------------------- JSON parser error in package metadata: C:/Users/Hal/AppData/Roaming/Factorio/mods/DriveAssist_1.0.0/info.json(9): expected '}' or ',' ...
- Sat Nov 12, 2016 10:30 pm
- Forum: Modding help
- Topic: How to make a 12.x mod work on a 13.x game
- Replies: 13
- Views: 4634
How to make a 12.x mod work on a 13.x game
I have a mod that I have been able to keep working all though to 12.x but I can't seem to find a way to transfer it to 13.x and onward. I am hopping there is just a small coding change like the other changes I have done. Is this the case? If so what is the change needed? For clarity the mod consider...