[MOD 0.12.19] PersonalRoboportFix (0.3.2)
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- Burner Inserter
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
sent you a message with the link
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
I got it to work in 0.12.24, can someone else confirm this? Anyone having issues?
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
Can I load this on an established factory?
See the daily™ struggles with my Factory! https://www.twitch.tv/repetitivebeats
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
Definitivally.Ghoulish wrote:Can I load this on an established factory?
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
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.
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.
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
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.
You can get my mods by clicking here, and use discussions there or PMs here to suggest or report issues.
Want some blueprints made by me? Click here then!
Want some blueprints made by me? Click here then!
- sporefreak
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Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
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.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.
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
I don't use zips in the mod folder, I extract the contents into my mod folder.
You can get my mods by clicking here, and use discussions there or PMs here to suggest or report issues.
Want some blueprints made by me? Click here then!
Want some blueprints made by me? Click here then!
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
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.
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
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:
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
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
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)
Does this mod still work in 0.13 or 0.14 games? (Or is it even necessary? Its function now incorporated into the game)
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
Ok so its not in the game yet.
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.
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.