[MOD 0.12.x] Force Fields - energy powered walls
- Ranakastrasz
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Re: [MOD 0.12.x] Force Fields - energy powered walls
In the latest version, Accumulators refuse to feed each other, regardless of any priority thinggies I tested.
I am using a modified laser turret to consume power myself.
I am using a modified laser turret to consume power myself.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.12.x] Force Fields - energy powered walls
Accus is hard coded to be tertiary in priority. Nothing you do will change that. It's recorded in the release notes.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
- ZombieMooose
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Re: [MOD 0.12.x] Force Fields - energy powered walls
awesome idea, good job
"men will literally learn everything about ancient Rome instead of going to therapy"
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Re: [MOD 0.12.x] Force Fields - energy powered walls
Few issues, placed a Forcefield Emitter and got this. Error while running the event handler: __Force Fields__/control.lua:862: attempt to compare nil with number.
Also this one when I use a Force Field Tool on a Force Field Emitter. Error while running the event handler: __Force Fields__/control.lua:1395: LuaGameScript doesn't contain key get_localised_entity_name.
Also this one when I use a Force Field Tool on a Force Field Emitter. Error while running the event handler: __Force Fields__/control.lua:1395: LuaGameScript doesn't contain key get_localised_entity_name.
No respect, no heart for nature
led by greed they tear our soil
ripped, the sky, the damage major
the air is at the boil.
led by greed they tear our soil
ripped, the sky, the damage major
the air is at the boil.
Re: [MOD 0.12.x] Force Fields - energy powered walls
I'll take a look at them and get them fixedCodeRedAlert wrote:Few issues, placed a Forcefield Emitter and got this. Error while running the event handler: __Force Fields__/control.lua:862: attempt to compare nil with number.
Also this one when I use a Force Field Tool on a Force Field Emitter. Error while running the event handler: __Force Fields__/control.lua:1395: LuaGameScript doesn't contain key get_localised_entity_name.
If you want to get ahold of me I'm almost always on Discord.
- Ranakastrasz
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Re: [MOD 0.12.x] Force Fields - energy powered walls
You can use a dummy-laser to drain power without running into priority issues. Suppress it's attack in whichever way you want, set it's capacity really high, and remove the passive drain. I have one in my Modular Armor Revamp mod, which works that way.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
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Re: [MOD 0.12.x] Force Fields - energy powered walls
I'm also seeing this. (running the shadowMegaModpack, latest version), factorio is default english translationCodeRedAlert wrote:Few issues, placed a Forcefield Emitter and got this. Error while running the event handler: __Force Fields__/control.lua:862: attempt to compare nil with number.
Also this one when I use a Force Field Tool on a Force Field Emitter. Error while running the event handler: __Force Fields__/control.lua:1395: LuaGameScript doesn't contain key get_localised_entity_name.
Re: [MOD 0.12.x] Force Fields - energy powered walls
I should have a fix out this weekend. I've had finals this past week so I haven't been able to put time towards this.AartBluestoke wrote:I'm also seeing this. (running the shadowMegaModpack, latest version), factorio is default english translationCodeRedAlert wrote:Few issues, placed a Forcefield Emitter and got this. Error while running the event handler: __Force Fields__/control.lua:862: attempt to compare nil with number.
Also this one when I use a Force Field Tool on a Force Field Emitter. Error while running the event handler: __Force Fields__/control.lua:1395: LuaGameScript doesn't contain key get_localised_entity_name.
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.12.x] Force Fields - energy powered walls
Ok, I fixed the error. Let me know if you have any other problems.
If you want to get ahold of me I'm almost always on Discord.
- aRatNamedSammy
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Re: [MOD 0.12.x] Force Fields - energy powered walls
got a bug , running 12.22, game started on 12.20.
mods used
easy to repeat, just try to change anything on the forcefield, or remove it, it crash the game
Teeth for Two (so sorry my bad english)
Re: [MOD 0.12.x] Force Fields - energy powered walls
Just fix it by youself, in "control.lua" (s.862) just wrap that compare in two checks:aRatNamedSammy wrote:got a bug , running 12.22, game started on 12.20.
easy to repeat, just try to change anything on the forcefield, or remove it, it crash the game
Code: Select all
if field.health ~= nil then
if forcefieldTypes[field.name]["maxHealth"] ~= nil then
if field.health >= forcefieldTypes[field.name]["maxHealth"] then
table.remove(emitterTable["generating-fields"], k)
end
end
end
Code: Select all
deathEntity = "forcefield-death-damage"
Re: [MOD 0.12.x] Force Fields - energy powered walls
That won't fix the real bug. That just suppresses it.Shegar wrote:Just fix it by youself, in "control.lua" (s.862) just wrap that compare in two checks:Code: Select all
if field.health ~= nil then if forcefieldTypes[field.name]["maxHealth"] ~= nil then if field.health >= forcefieldTypes[field.name]["maxHealth"] then table.remove(emitterTable["generating-fields"], k) end end end
I'll look into both of these and get them fixed hopefully tonight.Shegar wrote: There is another bug - purple field will throw an exception when destroyed, but it can be fixed by removingin beginning of the same file. That removes main feature of purple fields, but prevent further exceptions.Code: Select all
deathEntity = "forcefield-death-damage"
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.12.x] Force Fields - energy powered walls
Hey guys, since the author hasn't responded yet, I figured out what was causing the simple crashes. He forgot to include the max health value in the tables.
Here is a quick fix version.
Force Fields_1.0.4 crashfix
Here is a quick fix version.
Force Fields_1.0.4 crashfix
Re: [MOD 0.12.x] Force Fields - energy powered walls
They're meant to get populated automatically from the in-game values for those entities. Sorry about not updating this yet - I've been super busy recently.Fundevin wrote:Hey guys, since the author hasn't responded yet, I figured out what was causing the simple crashes. He forgot to include the max health value in the tables.
Here is a quick fix version.
Force Fields_1.0.4 crashfix
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.12.x] Force Fields - energy powered walls
Sorry about the long no-update. I fixed all of the outstanding issues.
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.12.x] Force Fields - energy powered walls
I'm getting an error in control.lua on line 788, attempting to index a nil value. I'm not entirely sure what's causing this to trigger in-game, as sometimes it'll happen as soon as I put down an emitter, sometime it won't happen for a few minutes afterwards.
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Re: [MOD 0.12.x] Force Fields - energy powered walls
Same, I'm also noticing that the original post has not been updated since 2014, has the file in the download link been updated?vedrit wrote:I'm getting an error in control.lua on line 788, attempting to index a nil value. I'm not entirely sure what's causing this to trigger in-game, as sometimes it'll happen as soon as I put down an emitter, sometime it won't happen for a few minutes afterwards.
Re: [MOD 0.12.x] Force Fields - energy powered walls
It has, I'm not sure why it doesn't show the correct edit date...douglasg14b wrote:Same, I'm also noticing that the original post has not been updated since 2014, has the file in the download link been updated?vedrit wrote:I'm getting an error in control.lua on line 788, attempting to index a nil value. I'm not entirely sure what's causing this to trigger in-game, as sometimes it'll happen as soon as I put down an emitter, sometime it won't happen for a few minutes afterwards.
I believe I've fixed the error above and I've updated the download and version again.
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.12.x] Force Fields - energy powered walls
Try changing some text in the first post as well (just add a space or something) in addition to changing the attachment. That should change it to the right date...
Re: [MOD 0.12.x] Force Fields - energy powered walls
As moderator the edit date is only updated when you also add an edit reason. If you don't want a reason to be displayed, edit the post again and remove the reason.Rseding91 wrote:I'm not sure why it doesn't show the correct edit date...