"column_count" not found in property tree Problem

Place to get help with not working mods / modding interface.
Pippaf1
Inserter
Inserter
Posts: 31
Joined: Sun Apr 26, 2015 11:37 pm
Contact:

"column_count" not found in property tree Problem

Post by Pippaf1 »

Hi I am playing Factorio v 0.16.51. I have a mod giving the following Error:

Error while running event DriveAssist::on_player_driving_changed_state (ID 26)
Key "column_count" not found in property tree at ROOT
stack traceback:
__DriveAssist__/control.lua:6: in function <__DriveAssist__/control.lua:1>

Any help please. Philippa
Philippa
Transport Belt Repair Engineer

Watch what you wish for. You may just get it.
User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5207
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: "column_count" not found in property tree Problem

Post by eradicator »

There's no mod called "DriveAssist" on the mod portal. So i have no clue who the author is, but you should contact them. Maybe the in-game mod menu tells you the contact info?

If it's your own mod please upload the relevant code. Sounds like something is trying to access column_count on a non-table gui element.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Pippaf1
Inserter
Inserter
Posts: 31
Joined: Sun Apr 26, 2015 11:37 pm
Contact:

Re: "column_count" not found in property tree Problem

Post by Pippaf1 »

This is an old mod first authored by "Turtle” and subsequently modded to keep up with factorio versions.

I find this mod to be very useful as the driving mechanic in the game is sketchy to say the least.

Please find below the control lua code:

Code: Select all

script.on_event(defines.events.on_player_driving_changed_state, function(event)
    local player = game.players[event.player_index]
    if player.vehicle and player.vehicle.valid and player.vehicle.type == "car" then
        if player.gui.left.frameDA == nil then
            local frameDA = player.gui.left.add{type = "frame", name = "frameDA", direction = "horizontal"}
            local tab = frameDA.add{type ="table", name = "tableDA", colspan = 3}
            tab.add{type = "button", name = "buttonDANorthWest", caption = "NW"}
            tab.add{type = "button", name = "buttonDANorth", caption = "N"}
            tab.add{type = "button", name = "buttonDANorthEast", caption = "NE"}
            tab.add{type = "button", name = "buttonDAWest", caption = "W"}
            tab.add{type = "label", name = "DAblank4", caption = " "}
            tab.add{type = "button", name = "buttonDAEast", caption = "E"}
            tab.add{type = "button", name = "buttonDASouthWest", caption = "SW"}
            tab.add{type = "button", name = "buttonDASouth", caption = "S"}
            tab.add{type = "button", name = "buttonDASouthEast", caption = "SE"}
        end
    elseif player.gui.left.frameDA then
        player.gui.left.frameDA.destroy()
    end
end)

script.on_event(defines.events.on_gui_click, function(event)
    local player = game.players[event.player_index]
    if event.element.name == "buttonDANorth" then
        player.vehicle.orientation = 0.0
    elseif event.element.name == "buttonDANorthWest" then
        player.vehicle.orientation = 0.875
    elseif event.element.name == "buttonDAWest" then
        player.vehicle.orientation = 0.75
    elseif event.element.name == "buttonDASouthWest" then
        player.vehicle.orientation = 0.625
    elseif event.element.name == "buttonDASouth" then
        player.vehicle.orientation = 0.5
    elseif event.element.name == "buttonDASouthEast" then
        player.vehicle.orientation = 0.375
    elseif event.element.name == "buttonDAEast" then
        player.vehicle.orientation = 0.25
    elseif event.element.name == "buttonDANorthEast" then
        player.vehicle.orientation = 0.125
    end
end)
As my coding skills are virtually non existent. I just get by fixing the info.json file to get the game to see the mod. This problem is a bit beyond me.

So all help is very gratefully received. Philippa
Philippa
Transport Belt Repair Engineer

Watch what you wish for. You may just get it.
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5267
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: "column_count" not found in property tree Problem

Post by Klonan »

'colspan' is now 'column_count'
Pippaf1
Inserter
Inserter
Posts: 31
Joined: Sun Apr 26, 2015 11:37 pm
Contact:

Re: "column_count" not found in property tree Problem

Post by Pippaf1 »

Thank you Klonan, I did the suggested change and all is now working fine. :D
Philippa
Transport Belt Repair Engineer

Watch what you wish for. You may just get it.
Post Reply

Return to “Modding help”