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Re: Support - Uranium Power

Posted: Wed Oct 07, 2015 5:54 pm
by Marc90
Hello!

I get the following error message when I try to start a new game or to load the example build:

Code: Select all

Unknown key: "Error while running the oninit:
__UraniumPower__/control.lua:12: attempt to index global 'global' (a nil value)"
factorio version is 0.11.22 and mod version is 0.6.0

Re: Support - Uranium Power

Posted: Wed Oct 07, 2015 6:05 pm
by Klonan
Marc90 wrote:Hello!

I get the following error message when I try to start a new game or to load the example build:

Code: Select all

Unknown key: "Error while running the oninit:
__UraniumPower__/control.lua:12: attempt to index global 'global' (a nil value)"
factorio version is 0.11.22 and mod version is 0.6.0
version 0.6.0 is only compatible with factorio version 0.12.0+

Either update your base game or downlaod the old version of atomic power from here: https://forums.factorio.com/forum/vie ... 115&t=6740

Re: Support - Uranium Power

Posted: Wed Oct 07, 2015 9:55 pm
by Marc90
Thanks for the quick reply. I downloaded from this thread and it says that version 0.6.0 is compatible with factorio 0.11.x: https://forums.factorio.com/forum/vie ... =64&t=9502
Factorio 0.11.x - Current version: 0.6.0 -> (link)

Factorio 0.12.x - Current version: 0.6.2 -> (link)

Re: Support - Uranium Power

Posted: Wed Oct 07, 2015 10:50 pm
by Fatmice
Hello, I looked at the zipfile it was linked to the wrong release. Please redownload and let me know if it working for you.

Re: Support - Uranium Power

Posted: Wed Oct 07, 2015 11:22 pm
by Marc90
Now it works, thank you very much!

Another question: can I add the mod to an existing savegame?

Re: Support - Uranium Power

Posted: Thu Oct 08, 2015 12:20 am
by Fatmice
Yes, it should work on an existing savegame. You will need to walk a fair distance from your spawn point to see the resources unless you regenerate the resources with a command.

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game.regenerate_entity("uraninite")
game.regenerate_entity("fluorite")

Re: Uranium Power

Posted: Fri Oct 09, 2015 5:01 am
by Maser
When trying to load the provided example build save for 12.x, I get the following error:

Notice
Error while running the event handler: [path]/Factorio/temp/currently-playing/control.lua:104: attempt to call global 'story-update' (a nil value)


When I try to load the savegame used in the tutorial, I get the same error but also this one:

Migrated content
Removed items
mjollnir 32


Any idea of why that might be?
Edit: Moved to Support. Please don't post support questions in the information thread.

Re: Uranium Power

Posted: Fri Oct 09, 2015 12:09 pm
by Fatmice
Maser wrote:When trying to load the provided example build save for 12.x, I get the following error:

Notice
Error while running the event handler: [path]/Factorio/temp/currently-playing/control.lua:104: attempt to call global 'story-update' (a nil value)
1/Did you load the example build with its respective version, i.e. 11.x savegame with 11.x basegame and 12.x savegame with 12.x basegame?
2/I do not have any global variable call story-update so the error can not stem from me.
3/The error gives line 104 as the cause, so I suggest looking at the control.lua specified in that path to find the reason.
4/What other mod(s) are you using?

Maser wrote: When I try to load the savegame used in the tutorial, I get the same error but also this one:

Migrated content
Removed items
mjollnir 32


Any idea of why that might be?
Edit: Moved to Support. Please don't post support questions in the information thread.
Those two entries came from the mod called test-mode. They are harmless. The savegame used in the tutorial requires 12.x base game.

Re: Support - Uranium Power

Posted: Fri Oct 09, 2015 3:52 pm
by Maser
First, sorry about posting in the wrong thread.
what I began to write as I tried to find the problem
Found the problem. Control.lua comes from data/base/scenarios/sandbox, and that file has the typo. I fixed the typo and now I can load the saves.

Re: Support - Uranium Power

Posted: Fri Oct 09, 2015 5:09 pm
by Fatmice
I suggest you file a bug report if the basegame has a typo. :)

Re: Support - Uranium Power

Posted: Sat Oct 17, 2015 6:57 pm
by ravens_talons
running factorio 0.12.10

recieve notice

__UraniumPower__/control.lua: attempt to index global 'script' (a nil value)

some help here as this is tho only mod that I am running.

Re: Support - Uranium Power

Posted: Sun Oct 18, 2015 5:06 am
by Fatmice
Hi, I need more information. What triggered this? I do not have a global variable called "script."...At least not in the current version 0.6.2.

What version of the mod are you running?

Re: Support - Uranium Power

Posted: Sun Oct 18, 2015 8:21 am
by cartmen180
ravens_talons wrote:running factorio 0.12.10

recieve notice

__UraniumPower__/control.lua: attempt to index global 'script' (a nil value)

some help here as this is tho only mod that I am running.
Update to 0.12.11
that should fix your problem

Re: Support - Uranium Power

Posted: Mon Oct 19, 2015 12:06 am
by Fatmice
ravens_talons wrote:running factorio 0.12.10

recieve notice

__UraniumPower__/control.lua: attempt to index global 'script' (a nil value)

some help here as this is tho only mod that I am running.
Okay I have fixed the issues. Update to 0.6.3.

Re: Support - Uranium Power

Posted: Mon Nov 09, 2015 2:11 pm
by Anomoly2012
This mod has me very interested and i am currently watching your turorial's on it to figure out its function..

As i did not care to read through all the other posts and cram information into my head that i just dont need at this time i have a single question..

How does the ore generation work with RSO? I am using factorio version .12.16 and RSO version 1.4.6.. i am contemplating starting a new map but would prefer to expand my map enough to find these resources on a 100 hr save..

Any info would be great...

Thank You

Re: Support - Uranium Power

Posted: Tue Nov 10, 2015 11:50 pm
by Fatmice
Hi, It depends on the RSO setting. I can't give a better answer than that. If you want to "naturally" find the ore, you would need to go further out to find any chance of them spawning. Or you can issue a few command to get it to regenerate in the area that you already explored.
Fatmice wrote:Yes, it should work on an existing savegame. You will need to walk a fair distance from your spawn point to see the resources unless you regenerate the resources with a command.

Code: Select all

game.regenerate_entity("uraninite")
game.regenerate_entity("fluorite")
You can try the above commands or something similar that RSO uses.

Re: Support - Uranium Power

Posted: Wed Nov 11, 2015 10:51 am
by Anomoly2012
figured i would give you an update as i started exploring past my current area.. I have basic settings.. only changed spawn area to biggest and set bitters to never attack first.. I have found several patches of both ore's for this mod and am excited to get into doing this for power generation... as the standard steam and solor just seem to dead for me.. I have installed 2 other mods wind turbine and diesel generator and this fits perfectly into the end game aspect i hope to accomplish..

Now if i could just find a mod that gives me a reason to go past the first rocket launch.. ive looked and while there are a couple out there and now that the devs have confirmed the shelving of the space station stuff they were working on i need to find another reason to grow my base to the size and production level i was aiming for.. Not going for a minute rocket launch or anything like that,, i just wanted my base to be able to supply a rediculous ammount of any given reasource.. which i am in the process of building my second base that should hopefully allow me say 100k production every 20-30 minutes.. more or less.. honestly i wont know till after i get everything in place and start testing and tweaking the designs ive spent the past few months gathering..

keep up the good work...

Re: Support - Uranium Power

Posted: Thu Nov 12, 2015 12:30 am
by Fatmice
Anomoly2012 wrote:Now if i could just find a mod that gives me a reason to go past the first rocket launch.. ive looked and while there are a couple out there and now that the devs have confirmed the shelving of the space station stuff they were working on i need to find another reason to grow my base to the size and production level i was aiming for.. Not going for a minute rocket launch or anything like that,, i just wanted my base to be able to supply a rediculous ammount of any given reasource.. which i am in the process of building my second base that should hopefully allow me say 100k production every 20-30 minutes.. more or less.. honestly i wont know till after i get everything in place and start testing and tweaking the designs ive spent the past few months gathering..

keep up the good work...
You can try adding Yuoki Industries as that mod is very energy hungry and has the capability to help you generate very high production throughput.

Re: Support - Uranium Power

Posted: Sun Nov 15, 2015 2:54 am
by Reika
For some reason, my (70MW) reactor is telling me that it has no fuel (with the little red icon, and failing to operate), despite its (linked) assembly containing a 4.7% rod. I copied the design in the "demo world", so it should work. Or have I done something incorrectly? The screenshot is getting cut off by the forum software, but the reactor itself and most of its turbine setup is still visible.

This is with the latest version of both the mod and Factorio. I am using other mods, but nothing (that I know of) that should interfere.

Image

Re: Support - Uranium Power

Posted: Sun Nov 15, 2015 5:18 am
by Fatmice
Hello Reika, the purple dragon Reika?

1/ Is there water in the reactor building? If there is, there shouldn't be more than 800 units in it when connected with the circulation pump and steam generator.
2/ Is there water in the cold leg of the steam generator?
3/ Is there water in the cooling tower of the turbine/generator?
4/ Failing all of that, you could send me the zip of your game and I can take a look.