Mods introducing new content into the game.
New ways to deal with enemies, be it attack or defense.
Entities which interact with the circuit network.
Мод D.A.R.T. (1.2.4) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.
Error while running event dart::on_gui_click (ID 1)
dart/scripts/gui/radars.lua:52: attempt to index a nil value
stack traceback:
dart/scripts/gui/radars.lua:52: in function 'getMaxDetectionRange'
dart/scripts/gui/radars.lua:118: in function 'buildGui'
dart/scripts/gui/radars.lua:138: in function 'handler'
dart/scripts/gui/components.lua:328: in function 'wrapper'
flib/gui.lua:147: in function 'handler'
flib/gui.lua:177: in function 'handler'
core/lualib/event_handler.lua:72: in function <core/lualib/event_handler.lua:70>
Do you use a mod that creates new forces or are you playing a multiplayer game? Or were you using the map editor and created a new party with it?
If the latter, please try to describe what you did in detail.
I'm playing a regular single-player game.
I log into the DART computer.
In the DART computer interface, I click on the radar -
I get an error.
https://postimg.cc/KR81G8pJ
Really weird. Wasn't able to reproduce your problem yet. Could you please share your save file to help me to narrow the fault?
Thx for sharing your save file. With it I could reproduce the error and saw that some internal data (for forces) are not initialized properly :-(
I am looking for a clean way to fix that.
Wow - your save file is really odd. While looking a bit deeper, I found several strange behaviors of objects on your platform Habadacus.
For example the four turrets at the front of it. If I try to remove them with right mouse click, game replies "out of range". If I use ctrl-X to remove them, then they are laying on the ground of platform, but are still out of range (can't pick them). To remove them I must use the map editor. Another strange thing - I can't open their GUI when clicking them directly.
Or the solar panels at the rear. These can be removed with right mouse click, but they do not appear in the hub but in the inventory of the player.
How did you build this platform - with the map editor or are this features from third party mod(s)?
P.S.: All this happens even if I remove D.A.R.T. from the save file - so it's obvious that this isn't caused by my mod.
For example the four turrets at the front of it. If I try to remove them with right mouse click, game replies "out of range". If I use ctrl-X to remove them, then they are laying on the ground of platform, but are still out of range (can't pick them).
Maybe you're standing too far from them? I can easily remove them with the right mouse button.
Another strange thing - I can't open their GUI when clicking them directly.
I do it without any problems. Just get closer to them.
Or the solar panels at the rear. These can be removed with right mouse click, but they do not appear in the hub but in the inventory of the player.
Isn't this standard behavior? If you remove something with the right mouse button, it always goes into your inventory. If you remove something with Alt+D, it goes into the space platform hub.
How did you build this platform - with the map editor or are this features from third party mod(s)?
I just play with mods. I've never used a map editor.
The only mod that has, let's say, an unusual effect on the game is Quantum Fabricator. https://mods.factorio.com/mod/quantum-fabricator
but of course I don't know if it's because of him.
P.S.: All this happens even if I remove D.A.R.T. from the save file - so it's obvious that this isn't caused by my mod.
Everything works as usual for me. I can't even imagine what caused the problems you described :(
For example the four turrets at the front of it. If I try to remove them with right mouse click, game replies "out of range". If I use ctrl-X to remove them, then they are laying on the ground of platform, but are still out of range (can't pick them).
Maybe you're standing too far from them? I can easily remove them with the right mouse button.
Standing ON a platform? Didn't know that this should be possible. BTW In my save files I can remove objects on platforms even if they are in orbit of another planet - that's why the remote view is for ;-)
Another strange thing - I can't open their GUI when clicking them directly.
I do it without any problems. Just get closer to them.
Or the solar panels at the rear. These can be removed with right mouse click, but they do not appear in the hub but in the inventory of the player.
Isn't this standard behavior? If you remove something with the right mouse button, it always goes into your inventory. If you remove something with Alt+D, it goes into the space platform hub.
In my experience objects are located in the inventory of the hub after removing them from a platform. I think the different behavior is due to (at least) one of your used mods - and I've seen that our sets we're using are nearly completely different. And it's absolutely nonstandard that an item is "beamed" directly from the players inventory to the hub inventory. This is for sure due to one of your mods (and I would nearly bet - although I never bet ;-) - that is part of the original problem).
How did you build this platform - with the map editor or are this features from third party mod(s)?
I just play with mods. I've never used a map editor.
You must have used the map editor earlier (maybe not at will). When using map editor for the 1st time in a save file the game engine issues a warning that you will loose certain achievements by using the map editor and you have to issue the command a 2nd time. When I used map editor in your save file, neither nor happened.
The only mod that has, let's say, an unusual effect on the game is Quantum Fabricator. https://mods.factorio.com/mod/quantum-fabricator
but of course I don't know if it's because of him.P.S.: All this happens even if I remove D.A.R.T. from the save file - so it's obvious that this isn't caused by my mod.
Everything works as usual for me. I can't even imagine what caused the problems you described :(
The main problem is that I'm quite sure, that even after fixing your current problem (I already did that locally), other problems will raise due to the completely different mod sets, as long it's not clear what is the origin of these differences. And in the moment I am not convinced that it's good idea to make further changes without a deeper understanding what happened, as this would bring the risk of breaking the present functions for other players.
Let's try this: give me your corrected version. If my problem goes away, you'll think about whether to upload it to the mod portal. If my problem doesn't go away, well, then it didn't work out and we'll have to play without your mod.
Thanks for your reply.
Give me some time to make further tests. If these are fine, I would publish a new version (the changes I've made so far are uncritical).
However, I have a few things to do in "real life" first - so it may take until tomorrow morning (CET) for the patch to arrive.
In the meantime I was able to figure out a bit how your mod set has to be used 😉.
And I also found a way to make the actual version of dart operable for you. If you follow these instructions:
you will have a fully operational D.A.R.T. afterwards
https://imgur.com/a/ltJvc0P
https://imgur.com/a/ICdCp6H
IMPORTANT Don't use the view in which your player avatar is shown on the platform, when placing dart components, because these will be most likely inoperable. The reason is that your mod set is using other events (currently not supported by my mod) in this view.
That's why I decided not to publish any changes.
Yes, I followed your plan. Everything worked.
Apparently, all the problems really are because I'm building space platforms NOT through remote viewing, but directly on the platform as an engineer.
Thanks again for your help and for the great mod.
Good luck
I got excited too soon.
When an asteroid hits a platform, I get a new error ;(
https://postimg.cc/fkY225gt
If fixing this error takes you a lot of time, then you probably shouldn't do it.
Thanks again.
This new error has nothing in common with your previous problem. I've simply overlooked a nasty race condition - an asteroid destroys a turret and is destroyed too, but the event for the destroy of the asteroid is risen before the event for destroying the turret - sh...
This has to be fixed and I've already an idea what is to be done, but must check what happens then ...
Just published V 1.2.5 that should fix the 2nd error message.