[MOD 0.12.19] PersonalRoboportFix (0.3.2)

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antisocialian
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by antisocialian »

sent you a message with the link :)
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by SHiRKiT »

I got it to work in 0.12.24, can someone else confirm this? Anyone having issues?
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Ghoulish
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by Ghoulish »

Can I load this on an established factory?
See the daily™ struggles with my Factory! :D https://www.twitch.tv/repetitivebeats
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by SHiRKiT »

Ghoulish wrote:Can I load this on an established factory?
Definitivally.
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by Yinan »

The funny thing with this mod is:
I would actually want it to be exactly the other way around.

It's extremely annoying to me that when I deconstruct more stuff than I have personal Bots, that then some factory bots come and take away the stuff I wanted in my inventory.
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by Vas »

This doesn't work, it gives me a filename error when I try to load up the game. Something about being case sensitive and the name of the mod.
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by sporefreak »

Vas wrote:This doesn't work, it gives me a filename error when I try to load up the game. Something about being case sensitive and the name of the mod.
Open up the downloaded zip file and copy the exact file name of the file located inside. then go back and rename the downloaded zip file to the exact file name of the one inside it.
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by Vas »

I don't use zips in the mod folder, I extract the contents into my mod folder.
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by SHiRKiT »

Well I setup to work with the Zip, you shouldn't need to extract unless you need to change some config files. But it should work regardless, as I use extracted folder on the dev.
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by Peppe »

I was getting an attempt to index a nil value on line 82 of control.lua.

I may have had this mod in the save before and later removed or disabled it. Don't recall 100%.

Seemed to work fine in other saves, so I added this check before 82 to re-initialize:

Code: Select all

									-- Swap items and properties
									if global.roboports[player.name] == nil then
										initContent()
									end
									global.roboports[player.name].modules[i] = grid.take( {position = pos} ).name
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by BlackHat »

Just got back into Factorio after a long absence... I used this mod back in 0.12.30 games when I last played.

Does this mod still work in 0.13 or 0.14 games? (Or is it even necessary? Its function now incorporated into the game)
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Post by BlackHat »

Ok so its not in the game yet. :D

And that will work for 0.14. :)

I am still getting 0.13 set up to play. (I am in no rush to get to 0.14 yet. (I will switch when its not experimental) ;)

Oh well. Thanks for the quick reply. ;)
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