I made ChokePoint only run on the Nauvis surface, which is what it was really intended for all along anyways. This should fix the issue.staviq wrote:I'm gonna look at this when I go back from work, but generally the hidden surface is sacred, and if a mod tried to modify it it will break things. Not to worry, I'll try to persuade the other mods dev to exclude nicefill surfaceReika wrote:I am having an issue where this mod causes landfill to place water, which makes landfill completely useless - and kills the player if standing too close.
ChokePoint might be involved; does this mod refire the on_chunk_generated?
EDIT: It appears you use a second surface, which ChokePoint is going to carve up as it does the main one. Thus, Nicefill appears to be placing water from its second surface.
[MOD 0.16.x] NiceFill
Re: [MOD 0.16.x] NiceFill
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Re: [MOD 0.16.x] NiceFill
Odd sort of behaviour when paired with Factorio World (and other mods, but assuming factorio world x NiceFill is cause)
tiles have a frequent chance of not changing to landfill, and if you run along while landfilling, it can sometimes result in player death.
edit: just saw post by reika, appears to be the same issue, which makes me think it may not be specific to factorio world x nicefill (chokepoint was not included in my save), thus it may potentially be triggered by several various mods independently of each other.
tiles have a frequent chance of not changing to landfill, and if you run along while landfilling, it can sometimes result in player death.
edit: just saw post by reika, appears to be the same issue, which makes me think it may not be specific to factorio world x nicefill (chokepoint was not included in my save), thus it may potentially be triggered by several various mods independently of each other.
Re: [MOD 0.16.x] NiceFill
1. Can you give me your full mod list ?usafphoenix wrote: βSun Oct 07, 2018 7:44 am Odd sort of behaviour when paired with Factorio World (and other mods, but assuming factorio world x NiceFill is cause)
tiles have a frequent chance of not changing to landfill, and if you run along while landfilling, it can sometimes result in player death.
edit: just saw post by reika, appears to be the same issue, which makes me think it may not be specific to factorio world x nicefill (chokepoint was not included in my save), thus it may potentially be triggered by several various mods independently of each other.
2. Multiplayer or Singleplayer ?
3. If NiceFill fails to process landfill there will be a message "NiceFill failed". Do you see this message ?
If you have landfill placing water only sometimes, it's a completly different problem that i have never seen before.
EDIT: i just took a peek at the Factorio Worlds source, and it so happens that it does not filter surfaces the game uses, therefore, it forces it's map generation on all surfaces, and so it screws with NiceFill because it prevents it from creating a surface without water.
There is a possibility this is unfixable, because FW does not use factorio mapgen at all, even if NF could create its surface, it would not follow the terrain of the main surface, and you would pretty much get a random texture on the landfill.
Re: [MOD 0.16.x] NiceFill
you mod errors out now with the latest update. When you ghost place stone brick you get a constant in game error while your bots are performing the construction. I reverted back to the previous version without further issues.
Re: [MOD 0.16.x] NiceFill
Thanks for the report, should be fixed now. Updated mod should be available in the next couple of minutes.
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Re: [MOD 0.16.x] NiceFill
Anyway it can NOT spam the server console? that'd be nice? Latest version 0.1.7
I would upload the log file, but its almost 150MB and counting
Re: [MOD 0.16.x] NiceFill
I'm trying to regenerate map under existing factory (because it was created long ago with an old version of map generator).
viewtopic.php?p=391813
Seems you know how to "ask" map generator to create new tiles/chunks.
Maybe you could say something useful in above mentioned theme?
viewtopic.php?p=391813
Seems you know how to "ask" map generator to create new tiles/chunks.
Maybe you could say something useful in above mentioned theme?
Re: [MOD 0.16.x] NiceFill
You can try running the scrips shown in this tread, or if you want to keep achievements run it as mod I attached here. viewtopic.php?f=49&t=64145&hilit=script ... 20#p392065Dixi wrote: βMon Dec 31, 2018 10:55 am I'm trying to regenerate map under existing factory (because it was created long ago with an old version of map generator).
viewtopic.php?p=391813
Seems you know how to "ask" map generator to create new tiles/chunks.
Maybe you could say something useful in above mentioned theme?
The mod can be safely deleted after it converted a save.
Warning:
Depending on map size the script might freeze the game for up to an hour.
Either script seems t be quite memory hungry.
My Mods: mods.factorio.com
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Re: [MOD 0.16.x] NiceFill
Found a compatibility issue with Creative Mod.
With instant blueprint on, when I place a huge concrete ghost section, Creative Mod will instantly complete the ghosts with concrete. However, when NiceFIll is enabled too, this happens instead:
According to the trace, both this and CM are causing a non-recoverable error, but with this disabled, CM no longer causes the error.
With instant blueprint on, when I place a huge concrete ghost section, Creative Mod will instantly complete the ghosts with concrete. However, when NiceFIll is enabled too, this happens instead:
Code: Select all
17.892 Error MainLoop.cpp:1092: Exception at tick 2563342: The mod Creative Mod caused a non-recoverable error.
Please report this error to the mod author.
Error while running event creative-mod::on_tick (ID 0)
The mod NiceFill caused a non-recoverable error.
Please report this error to the mod author.
Error while running event nicefill::on_robot_built_tile (ID 47)
__nicefill__/control.lua:241: attempt to index field 'surface' (a nil value)
stack traceback:
__nicefill__/control.lua:241: in function <__nicefill__/control.lua:232>
stack traceback:
__creative-mod__/scripts/util.lua:160: in function 'raise_event'
__creative-mod__/scripts/util.lua:252: in function 'raise_event_for_revived_tile_ghosts'
__creative-mod__/scripts/util.lua:283: in function 'revive_tile_ghost_and_raise_event'
__creative-mod__/scripts/cheats.lua:2735: in function 'tick'
__creative-mod__/scripts/events.lua:177: in function <__creative-mod__/scripts/events.lua:146>
stack traceback:
[C]: in function 'raise_event'
__creative-mod__/scripts/util.lua:160: in function 'raise_event'
__creative-mod__/scripts/util.lua:252: in function 'raise_event_for_revived_tile_ghosts'
__creative-mod__/scripts/util.lua:283: in function 'revive_tile_ghost_and_raise_event'
__creative-mod__/scripts/cheats.lua:2735: in function 'tick'
__creative-mod__/scripts/events.lua:177: in function <__creative-mod__/scripts/events.lua:146
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
Re: [MOD 0.16.x] NiceFill
I've seen this before.MasterBuilder wrote: βSat Mar 02, 2019 12:23 am Found a compatibility issue with Creative Mod.
With instant blueprint on, when I place a huge concrete ghost section, Creative Mod will instantly complete the ghosts with concrete. However, when NiceFIll is enabled too, this happens instead:According to the trace, both this and CM are causing a non-recoverable error, but with this disabled, CM no longer causes the error.Code: Select all
17.892 Error MainLoop.cpp:1092: Exception at tick 2563342: The mod Creative Mod caused a non-recoverable error. Please report this error to the mod author. Error while running event creative-mod::on_tick (ID 0) The mod NiceFill caused a non-recoverable error. Please report this error to the mod author. Error while running event nicefill::on_robot_built_tile (ID 47) __nicefill__/control.lua:241: attempt to index field 'surface' (a nil value) stack traceback: __nicefill__/control.lua:241: in function <__nicefill__/control.lua:232> stack traceback: __creative-mod__/scripts/util.lua:160: in function 'raise_event' __creative-mod__/scripts/util.lua:252: in function 'raise_event_for_revived_tile_ghosts' __creative-mod__/scripts/util.lua:283: in function 'revive_tile_ghost_and_raise_event' __creative-mod__/scripts/cheats.lua:2735: in function 'tick' __creative-mod__/scripts/events.lua:177: in function <__creative-mod__/scripts/events.lua:146> stack traceback: [C]: in function 'raise_event' __creative-mod__/scripts/util.lua:160: in function 'raise_event' __creative-mod__/scripts/util.lua:252: in function 'raise_event_for_revived_tile_ghosts' __creative-mod__/scripts/util.lua:283: in function 'revive_tile_ghost_and_raise_event' __creative-mod__/scripts/cheats.lua:2735: in function 'tick' __creative-mod__/scripts/events.lua:177: in function <__creative-mod__/scripts/events.lua:146
Here is the problem with Creative mod:
NiceFill needs to know where things are going on, and especially on which surface. CM raises the event on_ROBOT_built_tile, when you place the tiles, to inform other mods that tiles were placed. Except this event does not contain info about the surface, the only way to get it is to check what surface the robot is on, the one that placed the tile. Spoiler alert, there is no robot. CM fakes this event with a robot that does not exist, hence the confusion among the mods.
And all that is caused by the fact, that for some unexplained reason, long time ago, Devs decided that "on_player_built_tile" event will contain the surface reference and "on_robot_built_tile" won't.
This is one of the reasons, Creative mod is incompatible with so many other mods, it's "hacky".
It's not like i'm ignoring the problem, i'd gladly fix it if i had a way of doing that without breaking compatibility with other mods.
Also gimme your logs, because i don't even know what version of the game you are on.
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Re: [MOD 0.16.x] NiceFill
0.17.4, NF 0.1.10, CM 1.0.4.
I solved (avoided) the issue with:
Code: Select all
if (event.robot.surface == nil) then
return;
end
It obviously won't work with CM handling ghost landfill, but it prevents the error and is good enough for my purposes.
Log attached if you still want it.
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- factorio-current.log
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Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
Re: [MOD 0.16.x] NiceFill
I made it mostly work, you just have to disable water blending in NF mod settings ( you can do it on the fly, without reloads ).MasterBuilder wrote: βSat Mar 02, 2019 3:19 am0.17.4, NF 0.1.10, CM 1.0.4.
I solved (avoided) the issue with:Added just before line 241 in control.lua.Code: Select all
if (event.robot.surface == nil) then return; end
It obviously won't work with CM handling ghost landfill, but it prevents the error and is good enough for my purposes.
Log attached if you still want it.
Currently, with water blending it makes a checker pattern I'll try to fix it tomorrow, for some reason, CM sends separate event for every tile in the blueprint and it makes NF confused about where the blueprint edges are.
Re: [MOD 0.16.x] NiceFill
I found a bug/conflict, when using this mod together with Alien Biomes, at least in swamp inland shallow water, the landfill imitates surrounding shallow water, so doesnt fill it, it consumes the landfill but the shallow water remains, disabling NiceFill solved the issue.
Re: [MOD 0.16.x] NiceFill
Found a bug with this mod. I landfill some water and immediately die.
Save file: https://puu.sh/D7lFt.zip (also attached it).
After loading this save don't move and landfill like this: https://puu.sh/D7lHs.png
Result: https://puu.sh/D7lIi.png
Save file: https://puu.sh/D7lFt.zip (also attached it).
After loading this save don't move and landfill like this: https://puu.sh/D7lHs.png
Result: https://puu.sh/D7lIi.png
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- TEST.zip
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Re: [MOD 0.16.x] NiceFill
I'm having this issue too. It appears that NiceFill is treating "water-mud" as a viable filling option, with water blending both on and off. It also does a chunk regen, which causes a nice big lagspike every time it tries to fill.Frenzier wrote: βTue Mar 26, 2019 2:36 pm I found a bug/conflict, when using this mod together with Alien Biomes, at least in swamp inland shallow water, the landfill imitates surrounding shallow water, so doesnt fill it, it consumes the landfill but the shallow water remains, disabling NiceFill solved the issue.
I have made it mostly work by adding an extra check on line 203ish that if NFSTile.name is "water-mud" to not do the table.insert call.
At least lets me use the mod normally in most places, and reverts to standard (though still has the lagspike) for this one usecase.
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Re: [MOD 0.16.x] NiceFill
It looks like current approach to landfill by generating a chunk with world settings that feature no water causes the landfill to not be aware of beaches: I want to extend the beach into water, but it puts down grass instead of sand.
Re: [MOD 0.16.x] NiceFill
So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
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Re: [MOD 0.16.x] NiceFill
I need some details, is landfill not being placed at all or is the texture wrong ? Are you using rso ? Are you getting any errors in the chat ?Phantum wrote: βTue May 07, 2019 4:34 pm So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
Re: [MOD 0.16.x] NiceFill
So it was using land fill on every block, No to RSO, I am using alien biomes, so basically if I made a 20 x 20 square to click and drag the landfill, it tries to replace every single block it can, every single time I click and drag, so 400 landfill each time I move in any direction is gone, it just keeps replacing itself. Texture is fine for the most part when I was using it, and I wasn't getting any errors in the chat.staviq wrote: βSun May 12, 2019 10:37 pmI need some details, is landfill not being placed at all or is the texture wrong ? Are you using rso ? Are you getting any errors in the chat ?Phantum wrote: βTue May 07, 2019 4:34 pm So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
I'm thinking that it might be trying to replace the alien biomes ground.
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
BA Megabase is my modlist for what I have running.
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I am a Streamer,
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Factorio is Sometimes my Game.
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Join me
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