Open malomaster opened 2 years ago
Hm, I'll check later, but it seems like a GuiElement was deleted. (Perhaps, "RPG" did something with it)
Yeah, it is possible because RPG mod have his own GUI generated by script, and there are GuiElement calls. I'm not a programmer and know about coding only enough to copy one item/recipe, rename it and edit some stats to make new, not more, but I tried to read the code and saw there some GUI-related functions. Maybe you need to add some check in your function started on 499 line? Smth like:
If mods["RPG"] AND NOT «click on RPG GUI button» (I don't know how to properly write it) THEN
and then your function execute, else just ends function.
Or functions and scripting will not work in that way?
I made a new fix for it, It should work now. https://mods.factorio.com/mod/m-rpg_items/downloads
@malomaster
Usually any information is enough to fix a bug, but, please, consider to provide more information now or later.
Please drop the
factorio-current.log
file orfactorio-previous.log
hereDescribe the bug Found a conflict with an https://mods.factorio.com/mod/RPG mod from Gerkiz. When you try to click RPG GUI button on top of the screen, it opens RPG GUI as expected, but in the next second RPG Items will crash with this error:
_
Мод RPG предметы (0.21.2) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.
Error while running event m-rpg_items::on_nth_tick(60)
__m-rpg_items__/control.lua:523: attempt to index field 'rpgitems_item_gui' (a nil value)
stack traceback:
__m-rpg_items__/control.lua:523: in function <__m-rpg_items__/control.lua:499>
_Steps to reproduce