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[0.15.3] "Attempting to save empty mod settings." in MP

Posted: Fri Apr 28, 2017 9:52 am
by Optera
This code crashes the hosts game when he tries changing the mod setting.
https://hastebin.com/ifebowigoj.lua
The client doesn't even seem to fire the event.

If I'm simply handling on_runtime_mod_setting_changed wrong please give correct examples.

Re: [0.15.3] "Attempting to save empty mod settings." in MP

Posted: Fri Apr 28, 2017 11:19 am
by DutchTed
I am also having this same crash after defining a setting as "runtime-per-user" and altering it in game. I am not using an on settings changed event either. It's crashing as soon as I hit the "Back" button. Everything works as intended in the single player game.

settings.lua
-------------
{
type = "int-setting",
name = "dutchted-loader-fill-level-turret-ammo",
setting_type = "runtime-per-user",
default_value = 20,
maximum_value = 100,
minimum_value = 0,
per_user = true, -- also tried 'false' but still crashes
},
.
.
.

})

factorio-current.log
-----------------------
91.248 Error ModSettingsChangedData.cpp:37: Attempting to save empty mod settings.

Re: [0.15.3] "Attempting to save empty mod settings." in MP

Posted: Fri Apr 28, 2017 2:09 pm
by Optera
I've kept trying.
Even an empty event function causes this error with runtime-global settings.

Re: [0.15.3] "Attempting to save empty mod settings." in MP

Posted: Fri Apr 28, 2017 3:13 pm
by Rseding91
Can you give me the mod(s) you're using and a save file that reproduce the problem?

Re: [0.15.3] "Attempting to save empty mod settings." in MP

Posted: Fri Apr 28, 2017 3:37 pm
by Rseding91
Nevermind, I see what's wrong. Probably the biggest derp I've done in a while :\

It will be fixed for the next version of 0.15.