Mods introducing new content into the game.
New update. Check changelog for details
I am too lazy to make migrations this time, so you have to research every tech again (Anyway somehow it is not working for 0.6.0 - 0.6.2).
No ammo pickup from turrets in this update, coming later (maybe... Too many bug reports and I am thinking to abandon this idea - it is not simple as it sounds, I can just drop content from turrets on the ground instead, this will not produce any bugs with inventory)
Crashes on load for me unfortunately
Error while running event Armored-train::on_tick (ID 0)
Armored-train/control.lua:364: attempt to index field 'turretA' (a nil value)
stack traceback:
Armored-train/control.lua:364: in function <Armored-train/control.lua:332>
Cause old wagons don't have turretA and turretB
So it will crash if you try to access one of them.
Maybe just disable them? And allow to be mined and replaced with proper ones?
Error while running event Armored-train::on_tick (ID 0)
Armored-train/control.lua:364: attempt to index field 'turretA' (a nil value)
stack traceback:
Armored-train/control.lua:364: in function <Armored-train/control.lua:332>
I suggest fresh install. This time is last I promise. I changed too many things, so it will take a lot of time making correct migrations (Anyway they will lead to more errors as transition from 0.6.0 - 0.6.2 is not working somehow).
P.S. One more fresh install will require when I will make grid based modular turret system (Player can choose any turret - wagon combination)
Is it really that hard to add nil checks so it at least doesn't crash constantly and I can just safely deconstruct all my train?
I literally had to go through your code debug, and fix it so I can at least keep playing the game
But really, a grid based modular system would be ideal
Certain turrets like repair arm, radar, and searchlight especially don't feel they deserve a full wagon.
Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...
Is it really that hard to add nil checks so it at least doesn't crash constantly and I can just safely deconstruct all my train?
I literally had to go through your code debug, and fix it so I can at least keep playing the game
Well, I don't have a tester here... If someone would take that position wink
I prefer to spend time towards new update, rather than wasting time on migrations. It is not that expensive to make them again. But it will take a lot of time from me to add these checks in code.
Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...
Exactly. I read that there is a filter for equipment grids, which will help too. When turret is destroyed - the equipment from grid also destroyed.
But I want to keep both versions for player to choose. So maybe this one will be kind of "vanilla" version. And another one is grid base which I will start as soon as this one is ready enough :D
Hmm, the equipment grid is a neat idea, though need to be careful it might interfere with other mods that add equipment grids to wagons (for adding more storage, shields, laser defence and stuff.)
Is it really that hard to add nil checks so it at least doesn't crash constantly and I can just safely deconstruct all my train?
I literally had to go through your code debug, and fix it so I can at least keep playing the gameWell, I don't have a tester here... If someone would take that position wink
I prefer to spend time towards new update, rather than wasting time on migrations. It is not that expensive to make them again. But it will take a lot of time from me to add these checks in code.
Well, I guess we are testing in production, as always, :P
Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...Exactly. I read that there is a filter for equipment grids, which will help too. When turret is destroyed - the equipment from grid also destroyed.
But I want to keep both versions for player to choose. So maybe this one will be kind of "vanilla" version. And another one is grid base which I will start as soon as this one is ready enough :D
I'm currently developing a mod that adds more incendiary ammo, should be perfeect for those twin vulcans :P
Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...Exactly. I read that there is a filter for equipment grids, which will help too. When turret is destroyed - the equipment from grid also destroyed.
But I want to keep both versions for player to choose. So maybe this one will be kind of "vanilla" version. And another one is grid base which I will start as soon as this one is ready enough :DI'm currently developing a mod that adds more incendiary ammo, should be perfeect for those twin vulcans :P
I want ballistic nuclear rocket that launches from platform, any ideas how to make that? :D Also I have model for swarm rocket launcher (like Spidertron)
The mod Armored Train (Turret Wagons) (0.6.3) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Armored-train::on_tick (ID 0)
Armored-train/control.lua:364: attempt to index field 'turretA' (a nil value)
stack traceback:
Armored-train/control.lua:364: in function <Armored-train/control.lua:332>
Causes this crash for me
The mod Armored Train (Turret Wagons) (0.6.3) caused a non-recoverable error.
Please report this error to the mod author.Error while running event Armored-train::on_tick (ID 0)
Armored-train/control.lua:364: attempt to index field 'turretA' (a nil value)
stack traceback:
Armored-train/control.lua:364: in function <Armored-train/control.lua:332>Causes this crash for me
Yup, author basically did / doing a significant rework and doesn't bother to guard for crashes
Did you load a save with older version on is it a new mod install?
Also same crash here, for what it works. Also did a 'fresh' install off this website vs the in-game one. Didn't help.
Yeah, not stable even with a fresh install
I've tried patching some of the crashes manually myself, but I'm not sure if I got all of them.
Here's a "less crashy" version from me if you want, just throw it in your factorio mods folder manually.
https://drive.google.com/file/d/1ia55-m1T5a6SnZ7NtwNBxrGQEyvujZRi/view?usp=sharing
Hope the author finishes what they planned soon.
Yeah, not stable even with a fresh install
I've tried patching some of the crashes manually myself, but I'm not sure if I got all of them.
Here's a "less crashy" version from me if you want, just throw it in your factorio mods folder manually.
https://drive.google.com/file/d/1ia55-m1T5a6SnZ7NtwNBxrGQEyvujZRi/view?usp=sharing
Hope the author finishes what they planned soon.
Fixed!
Ok it is fixed, made a migration, the problem is I am using tables wrong and overflowing them with data from previous versions :D
Clean install means - remove mod, load save, confirm entities removed, save, install mod again.
Ok it is fixed, made a migration, the problem is I am using tables wrong and overflowing them with data from previous versions :D
Clean install means - remove mod, load save, confirm entities removed, save, install mod again. (2)
Probably migration in 0.6.5 did not worked, because I lost archive, recovered it but forgot to rename migrations, this time it should work
Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...
Great success! Achieved desired result. Minimod coming soon...
Minimod?
Minimod?
https://mods.factorio.com/mod/modular-ifv
One step closer to modular turret wagons. This mod basically adds that, but for vehicles, and only one turret. Also comes with searchlight :D Gonna make repair arm soon (Red Alert 2 IFV inspired). After stress testing that mod, I will add that functionality into this mod
seems a nice new mod you made
nice idea to test it on the other mod before releasing into the main!
Incinerator from that mod doesn't seen to have an unlock, probably a bug
Meanwhile, shameless plug in :)
https://mods.factorio.com/mod/lilys-incendiaries
Meanwhile, shameless plug in :)
https://mods.factorio.com/mod/lilys-incendiaries
why does your mod require space age
I'm planning to add some magma themed stuff from Vulcanus later
Although you are right, current version shouldn't require it
Should be fixed
Should be fixed
nice, but you probably should've make the magma themed stuff to be only enabled when space age is enabled
+ add incendiary cannon shells (with an explosive variant too)
[wait accidental copy message, ignore this]
Yup, all planned, just gonna need to make some code for proper napalm first.
Should be fixed
nice, but you probably should've make the magma themed stuff to be only enabled when space age is enabled
+ add incendiary cannon shells (with an explosive variant too)
also i got error upon loading:
Failed to load mods: Error in assignID: recipe-category with name 'chemistry-or-cryogenics' does not exist.
Source: piercing-incendiary-rounds-magazine (recipe).
Mods to be disabled:
• lilys-incendiaries (0.0.7)
Ah yeah, forgot that
references to cryogenics don't exist in base
5 minutes pls
Did the 0.0.8 work?
Also, let's report any issues about my mod on my mod page and not spam this
Did the 0.0.8 work?
Also, let's report any issues about my mod on my mod page and not spam this
yeh it worked, can you make the incendiary magazine item icon more yellow on the orange part
Working hard on new modular turrets update for trains, moving all code to lib mod so I don't have to debug similar things everywhere
Good luck!
I've tried your minimod and the turret was super inconsistent, sometimes appearing and sometimes just not
Good luck!
I've tried your minimod and the turret was super inconsistent, sometimes appearing and sometimes just not
Can you describe with more details?
P.S. Check this out!
https://ibb.co/Df8W3rtp
For example, when turret is added by bots with no player in it, it doesn't appear and I have to manually enter the vehicle and then remove and place the item by hand for the turret to appear
For example, when turret is added by bots with no player in it, it doesn't appear and I have to manually enter the vehicle and then remove and place the item by hand for the turret to appear
Totally forgot they exist :D
Yeah and I was surprised that it had logistics but couldn't be driven remotely
Yeah and I was surprised that it had logistics but couldn't be driven remotely
Small update turned to a bug-date :D I am still working on it, not abandoned. Almost solved all cases
Bug-date? It seems like they want their valentine too xd