I will push an update tonight.Quickbowjob wrote:Had to turn off 36 mods 1 by 1 to figure out it was this oneCaptainRush wrote:hi mods works
but whenever i place a belt or anything i get a "notice sound" and a message "here 7" in the bottom left corner
why is that?
O well off for now until next update
[MOD 0.14.x] Personal Teleporter
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Re: [MOD 0.13.x] Personal Teleporter
Author of Personal Teleporter
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Re: [MOD 0.13.x] Personal Teleporter
the new version 0.1.2 is fixed and removed the "here 7" text.Quickbowjob wrote:Had to turn off 36 mods 1 by 1 to figure out it was this oneCaptainRush wrote:hi mods works
but whenever i place a belt or anything i get a "notice sound" and a message "here 7" in the bottom left corner
why is that?
O well off for now until next update
Author of Personal Teleporter
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Re: [MOD 0.13.x] Personal Teleporter
Sweet thanks <3WhatheWorld wrote:the new version 0.1.2 is fixed and removed the "here 7" text.Quickbowjob wrote:Had to turn off 36 mods 1 by 1 to figure out it was this oneCaptainRush wrote:hi mods works
but whenever i place a belt or anything i get a "notice sound" and a message "here 7" in the bottom left corner
why is that?
O well off for now until next update
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Re: [MOD 0.13.x] Personal Teleporter
__PersonalTeleporter__/control.lua:22: attempt to index global 'defines' (a nil value)
Not sure why. I put the zip file into the mods folder and have confirmed its the latest version.
Not sure why. I put the zip file into the mods folder and have confirmed its the latest version.
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Re: [MOD 0.13.x] Personal Teleporter
I just added a version 0.1.3 see if that fixed the problem.Darkanrath wrote:__PersonalTeleporter__/control.lua:22: attempt to index global 'defines' (a nil value)
Not sure why. I put the zip file into the mods folder and have confirmed its the latest version.
Author of Personal Teleporter
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Re: [MOD 0.13.x] Personal Teleporter
No it has not fixed it. I have checked to make sure its not some conflict with other mods also.WhatheWorld wrote:I just added a version 0.1.3 see if that fixed the problem.Darkanrath wrote:__PersonalTeleporter__/control.lua:22: attempt to index global 'defines' (a nil value)
Not sure why. I put the zip file into the mods folder and have confirmed its the latest version.
Well I understand why now at least. Its picking up that defines on line 22 is a unknown value.
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Re: [MOD 0.13.x] Personal Teleporter
can you tell me more about your game.Darkanrath wrote:No it has not fixed it. I have checked to make sure its not some conflict with other mods also.WhatheWorld wrote:I just added a version 0.1.3 see if that fixed the problem.Darkanrath wrote:__PersonalTeleporter__/control.lua:22: attempt to index global 'defines' (a nil value)
Not sure why. I put the zip file into the mods folder and have confirmed its the latest version.
Well I understand why now at least. Its picking up that defines on line 22 is a unknown value.
is it multiplayer.
when is it happening when you first make a game or when you add this mod to an existing game.
Author of Personal Teleporter
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Re: [MOD 0.13.x] Personal Teleporter
It is singleplayer and happens whenever I want to make a new game. It is a fresh install and everything is fully updated.Darkanrath wrote:No it has not fixed it. I have checked to make sure its not some conflict with other mods also.WhatheWorld wrote:I just added a version 0.1.3 see if that fixed the problem.Darkanrath wrote:__PersonalTeleporter__/control.lua:22: attempt to index global 'defines' (a nil value)
Not sure why. I put the zip file into the mods folder and have confirmed its the latest version.
Well I understand why now at least. Its picking up that defines on line 22 is a unknown value.
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Re: [MOD 0.13.x] Personal Teleporter
Are you using .12 or .13 version of factorio.Darkanrath wrote:It is singleplayer and happens whenever I want to make a new game. It is a fresh install and everything is fully updated.Darkanrath wrote:No it has not fixed it. I have checked to make sure its not some conflict with other mods also.WhatheWorld wrote:I just added a version 0.1.3 see if that fixed the problem.Darkanrath wrote:__PersonalTeleporter__/control.lua:22: attempt to index global 'defines' (a nil value)
Not sure why. I put the zip file into the mods folder and have confirmed its the latest version.
Well I understand why now at least. Its picking up that defines on line 22 is a unknown value.
Author of Personal Teleporter
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Re: [MOD 0.13.x] Personal Teleporter
Sorry for the late reply. I am using .12.35 of factorio. Sorry, should've mentioned this earlier. So, now finally looking at that, scratch this because it is my own fault for not double-checking versions. I am sorry for using your time.WhatheWorld wrote:Are you using .12 or .13 version of factorio.Darkanrath wrote:It is singleplayer and happens whenever I want to make a new game. It is a fresh install and everything is fully updated.Darkanrath wrote:No it has not fixed it. I have checked to make sure its not some conflict with other mods also.WhatheWorld wrote:I just added a version 0.1.3 see if that fixed the problem.Darkanrath wrote:__PersonalTeleporter__/control.lua:22: attempt to index global 'defines' (a nil value)
Not sure why. I put the zip file into the mods folder and have confirmed its the latest version.
Well I understand why now at least. Its picking up that defines on line 22 is a unknown value.
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Re: [MOD 0.13.x] Personal Teleporter
I have a suggestion for this mod: Instead of using a maximum distance, as proposed in the voting, could you limit teleportation to beacons in the same logistic network as the players position?
That way you wouldn't be able to teleport from a distant war zone back to the safety of your base, which is one of the things that makes this mod a little OP. Also you could only teleport to a distant ore outpost if you have the same logistic network there as in your base. The Roboports would act as a kind of "teleporting-relays", which seems very reasonable to me. Maybe you could add an option to enable/disable this limitation, for the people who like the way it works right now better.
That way you wouldn't be able to teleport from a distant war zone back to the safety of your base, which is one of the things that makes this mod a little OP. Also you could only teleport to a distant ore outpost if you have the same logistic network there as in your base. The Roboports would act as a kind of "teleporting-relays", which seems very reasonable to me. Maybe you could add an option to enable/disable this limitation, for the people who like the way it works right now better.
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Re: [MOD 0.13.x] Personal Teleporter
That effectively ruins the whole point of the mod.maggi321 wrote:I have a suggestion for this mod: Instead of using a maximum distance, as proposed in the voting, could you limit teleportation to beacons in the same logistic network as the players position?
That way you wouldn't be able to teleport from a distant war zone back to the safety of your base, which is one of the things that makes this mod a little OP. Also you could only teleport to a distant ore outpost if you have the same logistic network there as in your base. The Roboports would act as a kind of "teleporting-relays", which seems very reasonable to me. Maybe you could add an option to enable/disable this limitation, for the people who like the way it works right now better.
-1
Though i would love a config to limit the range.
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Re: [MOD 0.13.x] Personal Teleporter
Thank you for the suggestion so much!! but the short answer is no.maggi321 wrote:I have a suggestion for this mod: Instead of using a maximum distance, as proposed in the voting, could you limit teleportation to beacons in the same logistic network as the players position?
That way you wouldn't be able to teleport from a distant war zone back to the safety of your base, which is one of the things that makes this mod a little OP. Also you could only teleport to a distant ore outpost if you have the same logistic network there as in your base. The Roboports would act as a kind of "teleporting-relays", which seems very reasonable to me. Maybe you could add an option to enable/disable this limitation, for the people who like the way it works right now better.
the Long answer. I have not touched the logistic network yet in modding and really dont want to. also I dont think it is too OP since it cost a small fortune to craft. but if you have suggestions on how to change the recipe to make it less OP I would love to here them.
Author of Personal Teleporter
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Re: [MOD 0.13.x] Personal Teleporter
The most recent version crashes:
control.lua:111 guiTelSettings is nil
in the on_gui_click event handler. I had loaded an existing save and had not built any new teleporters since the last update.
I "fixed" this by adding initializeVaiables() right before that line and it seems to work.
control.lua:111 guiTelSettings is nil
in the on_gui_click event handler. I had loaded an existing save and had not built any new teleporters since the last update.
I "fixed" this by adding initializeVaiables() right before that line and it seems to work.
A guide to planning your factory's space requirements:
1) Figure out how much space you need, double it to be safe.
2) Wrong! There's never enough space.
1) Figure out how much space you need, double it to be safe.
2) Wrong! There's never enough space.
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Re: [MOD 0.13.x] Personal Teleporter
Found the Problem will be pushing an update in a few minutes.DarkHelmet wrote:The most recent version crashes:
control.lua:111 guiTelSettings is nil
in the on_gui_click event handler. I had loaded an existing save and had not built any new teleporters since the last update.
I "fixed" this by adding initializeVaiables() right before that line and it seems to work.
Author of Personal Teleporter
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Re: [MOD 0.13.x] Personal Teleporter
This problem is now fixed( v0.1.5). Thanks for the feedback.DarkHelmet wrote:The most recent version crashes:
control.lua:111 guiTelSettings is nil
in the on_gui_click event handler. I had loaded an existing save and had not built any new teleporters since the last update.
I "fixed" this by adding initializeVaiables() right before that line and it seems to work.
Author of Personal Teleporter
Re: [MOD 0.13.x] Personal Teleporter
Not sure why but I get 1.0.4 in-game and have to manually download 1.0.5 from the mod portal. Just lettin ya know
Re: [MOD 0.13.x] Personal Teleporter
Hello i installed this mod it was working good then after sometime it shoot me this error each time i want to use the teleporter
Error while running the event handler: __PersonalTeleporter__/control.lua:111: attempt to index global 'guiTelSetting' (a nil value)
does anyone can help me please? thx.
Error while running the event handler: __PersonalTeleporter__/control.lua:111: attempt to index global 'guiTelSetting' (a nil value)
does anyone can help me please? thx.
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Re: [MOD 0.13.x] Personal Teleporter
I will look into this and try to push an update by the end of today.keneda83 wrote:Hello i installed this mod it was working good then after sometime it shoot me this error each time i want to use the teleporter
Error while running the event handler: __PersonalTeleporter__/control.lua:111: attempt to index global 'guiTelSetting' (a nil value)
does anyone can help me please? thx.
Author of Personal Teleporter