Dectorio fork


Adds decorative elements to beautify your factory. Currently includes coloured signals, wooden, chain-link, stone and concrete walls, wooden floorboards, gravel and concrete styles. Supported languages: English, German, French, Spanish, Korean, Russian, Portuguese Brazilian, Hungarian, Chinese, Polish, Czech and Italian. Fork to fix bugs/finish porting to 2.0

Overhaul
a month ago
2.0
268

b Crash

a month ago

Failed to load mods: dectorio-fixes/prototypes/third-party/other.lua:15: attempt to index field 'dect-stone-brick-wall' (a nil value)
stack traceback:
dectorio-fixes/prototypes/third-party/other.lua:15: in main chunk
[C]: in function 'require'
dectorio-fixes/data.lua:56: in main chunk

a month ago

Post your mod list.
As it loads fine standalone, and with some mods i tested it when i made it.

a month ago

Here you go, there's a lot though lol.

https://puu.sh/KIkRY/5a6b610579.txt

a month ago

On the crash popup, click to reset the mods settings and restart. Worked for me.

25 days ago

only happens when the config to turn off wall/gates is on

21 days ago
(updated 21 days ago)

other.lua

if mods["aai-industry"] then
    data.raw.wall["dect-simple-concrete-wall"] = nil
    data.raw.item["dect-simple-concrete-wall"] = nil
    data.raw.recipe["dect-simple-concrete-wall"] = nil
    data.raw.recipe["dect-concrete-wall-from-stone-wall"] = nil
    data.raw.gate["dect-simple-concrete-gate"] = nil
    data.raw.item["dect-simple-concrete-gate"] = nil
    data.raw.recipe["dect-simple-concrete-gate"] = nil
    data.raw.recipe["dect-concrete-gate-from-stone-gate"] = nil
else
    if settings.startup["dectorio-walls"] and settings.startup["dectorio-walls"].value then
        data.raw.recipe["stone-wall"].hidden = true
        data.raw.item["stone-wall"].hidden = true
        data.raw.recipe["gate"].hidden = true
        data.raw.item["gate"].hidden = true
        data.raw.wall["dect-stone-brick-wall"].localised_name = { "entity-name.stone-wall" }
        data.raw.gate["dect-stone-brick-gate"].localised_name = { "entity-name.gate" }
        for k, v in pairs(data.raw.technology["stone-wall"].effects) do
            if v.recipe == "stone-wall" then v.recipe = "dect-stone-brick-wall" end
        end
        for k, v in pairs(data.raw.technology["gate"].effects) do
            if v.recipe == "gate" then v.recipe = "dect-stone-brick-gate" end
        end
    end
end

if mods["AsphaltRoadsPatched"] then
    data.raw["item-subgroup"]["Arci-asphalt-1"].group = "dectorio"
    data.raw["item-subgroup"]["Arci-asphalt-1"].order = "i-r"
    data.raw["item-subgroup"]["Arci-asphalt-2"].group = "dectorio"
    data.raw["item-subgroup"]["Arci-asphalt-2"].order = "i-r"
    data.raw["item-subgroup"]["Arci-asphalt-3"].group = "dectorio"
    data.raw["item-subgroup"]["Arci-asphalt-3"].order = "i-r"
end

if mods["space-exploration"] then
    data.raw["item-subgroup"]["landfill"].group = "dectorio"
    data.raw["item-subgroup"]["landfill"].order = "l-b"
end

Wrapping the else block in an if-then, checking if Walls and Gates is enabled, seems to work for me.

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