[MOD 0.12.x] Autofill
Re: [MOD 0.12.x] Autofill
I noticed that if I create a blueprint without ammo in it, and then placing the blueprint the turret will "request" ammo. I guess thats because of auto-fill also taking care of stuff which is being placed by bots/blueprints? Can that be changed so it only autofills when I as the player place something?
Re: [MOD 0.12.x] Autofill
Error while running on_load: __autofill__/stdlib/event/event.lua:163: __autofill__/autofill/sets.lua:78: attempt to index field '_changes' (a nil value)
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- Burner Inserter
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Re: [MOD 0.12.x] Autofill
Same error here...Slayn25 wrote:Error while running on_load: __autofill__/stdlib/event/event.lua:163: __autofill__/autofill/sets.lua:78: attempt to index field '_changes' (a nil value)
Re: [MOD 0.12.x] Autofill
It seems broken. I'm running 2.0.1 with Factorio 0.16.31 (happy to provide more details)
I consider this mod non-optional, so good. Please let us know, thanks!
Code: Select all
21.099 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)
21.192 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/changes.lua:34: bad argument #0 to 'log' (Wrong number of arguments.)
21.193 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)
132.908 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/autofill.lua:51: attempt to index local 'pdata' (a nil value)
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- Long Handed Inserter
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Re: [MOD 0.12.x] Autofill
Any progress in this regard? Currently, this is the reason that all my maps from 0.15 are not loading anymore. For some reason, using the mod with a fresh map is ok.
Re: [MOD 0.12.x] Autofill
Is it possible to toggle the "request item" addition that happens when you blueprint stuff. It's really annoying when burner inserters and stone furnace have the blue request item icon on them during blue prints. Esepecially the burner inserters since the request icon takes up the whole entity and you can't click on the inserter to fill it.
Also, how do I make it so that autofill defaults to the highest energy dense fuel I have in my inventory instead of the lowest. For instance, if I have raw wood and coal in my inventory, raw wood is autofilled into stone furnaces instead of coal. I would like the opposite to be true.
Thanks for your help
Also, how do I make it so that autofill defaults to the highest energy dense fuel I have in my inventory instead of the lowest. For instance, if I have raw wood and coal in my inventory, raw wood is autofilled into stone furnaces instead of coal. I would like the opposite to be true.
Thanks for your help
- Omnifarious
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Re: [MOD 0.12.x] Autofill
I'm getting the same error. Maybe I'll look into why it's happening. It doesn't seem like it would be hard to fix.Quazar wrote:It seems broken. I'm running 2.0.1 with Factorio 0.16.31 (happy to provide more details)
I consider this mod non-optional, so good. Please let us know, thanks!Code: Select all
21.099 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value) 21.192 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/changes.lua:34: bad argument #0 to 'log' (Wrong number of arguments.) 21.193 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value) 132.908 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/autofill.lua:51: attempt to index local 'pdata' (a nil value)
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Re: [MOD 0.12.x] Autofill
Lots of errors when laying blueprints of beacons
__autofill__/autofill/autofill.lua:183: bad argument #2 to '__index' (string expected, got nil)
Also Nilaus gets it in his AngelBobs series at time 15:40 https://www.youtube.com/watch?v=QxRqZD7MDiA&t
__autofill__/autofill/autofill.lua:183: bad argument #2 to '__index' (string expected, got nil)
Also Nilaus gets it in his AngelBobs series at time 15:40 https://www.youtube.com/watch?v=QxRqZD7MDiA&t
Re: [MOD 0.12.x] Autofill
6 Months no update, if you dont want to continue it, or dont know how to fix it. Ask for help or mark your mod as depraced, its not fun to try it 6 months later and still nothing changed. (but its okay if you dont have any time, but just tell us this, we wait for this)
Re: [MOD 0.12.x] Autofill
Did anyone ever fill in the command line code for the Aircraft mod that is found here at Factorio mods?
Figured I'd ask before I tried tackling it myself. I'm not very good at this stuff! lol
Figured I'd ask before I tried tackling it myself. I'm not very good at this stuff! lol
Re: [MOD 0.12.x] Autofill
What you want to do?
There is another mod which does the exactly same like this here. Just use it.
There is another mod which does the exactly same like this here. Just use it.
Re: [MOD 0.12.x] Autofill
Is there a way to get the mod to not take my Small Electric Poles in the early game? Every time I put down a Stone Furnace without coal in inventory, it's eating my poles which isn't good
Re: [MOD 0.12.x] Autofill
I stopped using Autofill for the same reason.
I like small power poles and use them a lot till end game as i rarely use medium poles and use power stations in solar/accumulator arrays only.
Re: [MOD 0.12.x] Autofill
Will it place nuclear fuel or wooden power poles into cars?
The first is bad because when you pick up the car 5 minutes later you waste 99% of the fuel. The later is an example of an item that has a fuel value but isn't really mend to be burned. Waste of good copper to burn it.
The first is bad because when you pick up the car 5 minutes later you waste 99% of the fuel. The later is an example of an item that has a fuel value but isn't really mend to be burned. Waste of good copper to burn it.