[MOD 0.12.x] Force Fields - energy powered walls

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Yinan
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Yinan »

Does the power usage increase/decrease depending on the settings of the emitter?
i.e. does a larger wall consume more energy than a smaller wall?

Rseding91
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Rseding91 »

Yinan wrote:Does the power usage increase/decrease depending on the settings of the emitter?
i.e. does a larger wall consume more energy than a smaller wall?
Only in that more walls are build. The % cost per wall is the same.
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Requia »

I request the ability t emit curved sections of walls. Straight walls either leave a section that's out of range or the turrets, or segments that are in range of spitters, who will then ignore the walls in favor of attacking the turrets, making the walls rather pointless.

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JoneKone
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by JoneKone »

Hi this is kinda unrelated to the mod it self.. i just would like to know how to get that FPS/UPS info from my factorio game to the screen as indicated in the Screenshot :)
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Supercheese
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Supercheese »

JoneKone wrote:Hi this is kinda unrelated to the mod it self.. i just would like to know how to get that FPS/UPS info from my factorio game to the screen as indicated in the Screenshot :)
Press F4 -> "Always" tab -> Show FPS

(https://wiki.factorio.com/index.php?title=Debug_mode)

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Devious Null
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Devious Null »

Firstly, thank you for your work on this mod.

I'd like to include your mod in a modpack I'm working on, but I can't seem to find a licence anywhere. Would you mind clarifying whether I have permission to redistribute (and possibly modify) this mod?

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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Rseding91 »

Devious Null wrote:Firstly, thank you for your work on this mod.

I'd like to include your mod in a modpack I'm working on, but I can't seem to find a licence anywhere. Would you mind clarifying whether I have permission to redistribute (and possibly modify) this mod?
That's fine.
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pyroinfernia
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by pyroinfernia »

First I'd like to thank you for this mod. It is absolutely brilliant!
I did want to mention one bug I just found that crashed my game though.

When using the deconstruction planner to remove the Forcefield Emitter, I get:
Error while running the event handler: __Force Fields__/control.lua:261: LuaEntity API call when LuaEntity was invalid.

I did some testing with it, and more specifically it seems to occur when there is not enough room on the ground to drop the
advanced circuit/processing unit entities on the ground. I was able to reproduce the error on another forcefield emitter by
simply putting down 2 tiles thick of belt around the emitter and then using the deconstruction planner. I hope that information helps out!

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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Rseding91 »

pyroinfernia wrote:First I'd like to thank you for this mod. It is absolutely brilliant!
I did want to mention one bug I just found that crashed my game though.

When using the deconstruction planner to remove the Forcefield Emitter, I get:
Error while running the event handler: __Force Fields__/control.lua:261: LuaEntity API call when LuaEntity was invalid.

I did some testing with it, and more specifically it seems to occur when there is not enough room on the ground to drop the
advanced circuit/processing unit entities on the ground. I was able to reproduce the error on another forcefield emitter by
simply putting down 2 tiles thick of belt around the emitter and then using the deconstruction planner. I hope that information helps out!
Ah I know what's happening :) it puts the item down but then the belt sucks up the item and it's no longer valid after being put down. It normally marks the item for deconstruction after putting it down. I'll fix it.
If you want to get ahold of me I'm almost always on Discord.

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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by crazykid33 »

Whenever I try to remove a forcefield (not touching it with my player) I die almost instantly and then my game crashes after that.
Heres a log file when it happened:

0.001 2016-04-27 17:36:01; Factorio 0.12.29 (Build 17931, win64, steam)
0.001 Operating system: Windows 10
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
0.001 Write data path: C:/Users/Luke/AppData/Roaming/Factorio
0.001 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
0.012 Graphics options: [FullScreen: true] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: high] [Light scale: 100%] [Screen: 255]
0.014 Available display adapters: 2
0.014 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 770 {0x05, [0,0], 1920x1080, 32bit, 60Hz}
0.014 [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 770 {0x01, [1920,0], 1440x900, 32bit, 60Hz}
0.014 Create display on adapter 0. Size 1280x720 at position [310, 162].
0.069 Initialised Direct3D:[0] NVIDIA GeForce GTX 770; driver: nvd3dumx.dll 10.18.13.6472
0.097 Desktop composition is active.
0.131 Loading mod core 0.0.0 (data.lua)
0.133 Loading mod base 0.12.29 (data.lua)
0.185 Loading mod AfraidOfTheDark 1.0.1 (data.lua)
0.304 Loading mod BetterIcons 1.0.0 (data.lua)
0.354 Loading mod Better_Beacon 1.0.0 (data.lua)
0.387 Loading mod Electric Furnaces 1.3.3 (data.lua)
0.424 Loading mod Electricity_XyLe 1.0.0 (data.lua)
0.523 Loading mod Force Fields 1.0.6 (data.lua)
0.560 Loading mod KS_Power 0.1.1 (data.lua)
0.598 Loading mod Larger Inventory 1.0.0 (data.lua)
0.643 Loading mod MiningTools 1.0.6 (data.lua)
0.743 Loading mod WallCraft 0.0.2 (data.lua)
0.787 Loading mod Warehousing 0.0.8 (data.lua)
0.844 Loading mod rso-mod 1.5.1 (data-updates.lua)
1.395 Initial atlas bitmap size is 16384
1.397 Created atlas bitmap 16384x5816
19.041 Sprites loaded
19.261 Loading sounds...
22.252 Factorio initialised
86.936 Info Scenario.cpp:124: Map version 0.12.29-0
113.316 Info Scenario.cpp:124: Map version 0.12.29-0
898.313 Info Scenario.cpp:124: Map version 0.12.29-0
1961.499 Loading map C:/Users\Luke\AppData\Roaming\Factorio\saves\_autosave3.zip
1961.518 Info Scenario.cpp:124: Map version 0.12.29-0
2018.857 Error CrashHandler.cpp:105: Exception Code: c0000005, Address: 00007FF701A10419
2018.857 Error CrashHandler.cpp:115: Exception Context:
rax=0000000000000000, rbx=0000024d6d1ad730, rcx=0000000000000001,
rdx=0000000000000000, rsi=0000000000000002, rdi=0000024d6d1ad730,
rip=00007ff701a10419, rsp=0000008b2760efd0, rbp=0000008b2760f060,
r8=000000000000001b, r9=0000024d292c8c90, r10=0000000000000406,
r11=00000000000036d7, r12=000000000000ee49, r13=0000008b2639f240,
r14=0000024d6d1ad730, r15=0000024d6d1ad859
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-vbn8ul\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-vbn8ul\src\util\logger.cpp (306): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-vbn8ul\src\util\logger.cpp (360): Logger::logStacktrace
c:\cygwin64\tmp\factorio-vbn8ul\src\util\crashhandler.cpp (84): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-vbn8ul\src\util\crashhandler.cpp (125): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF34AE7E1E)
00007FFF34AE7E1E (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF383DD998)
00007FFF383DD998 (ntdll): (filename not available): memset
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF383C5B26)
00007FFF383C5B26 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF383D9AED)
00007FFF383D9AED (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF38364FE9)
00007FFF38364FE9 (ntdll): (filename not available): RtlImageNtHeaderEx
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF383D8BFA)
00007FFF383D8BFA (ntdll): (filename not available): KiUserExceptionDispatcher
c:\cygwin64\tmp\factorio-vbn8ul\src\entity\entitywithforce.cpp (32): EntityWithForce::forceReRegistration
c:\cygwin64\tmp\factorio-vbn8ul\src\entity\character.cpp (1966): Character::changePosition
c:\cygwin64\tmp\factorio-vbn8ul\src\entity\character.cpp (492): Character::update
c:\cygwin64\tmp\factorio-vbn8ul\src\surface\chunk.cpp (441): Chunk::update
c:\cygwin64\tmp\factorio-vbn8ul\src\surface\surface.cpp (826): Surface::update
c:\cygwin64\tmp\factorio-vbn8ul\src\map\map.cpp (919): Map::update
c:\cygwin64\tmp\factorio-vbn8ul\src\game.cpp (144): Game::update
c:\cygwin64\tmp\factorio-vbn8ul\src\scenario\scenario.cpp (721): Scenario::update
c:\cygwin64\tmp\factorio-vbn8ul\src\mainloop.cpp (263): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-vbn8ul\src\mainloop.cpp (369): MainLoop::updateLoop
c:\boost_1_58_0\boost\function\function_template.hpp (160): boost::detail::function::void_function_obj_invoker0<boost::_bi::bind_t<void,void (__cdecl*)(ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool),boost::_bi::list5<boost::_bi::value<ThreadBarrier * __ptr64>,boost::_bi::value<boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64>,boost::_bi::value<boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64>,boost::_bi::value<bool * __ptr64>,boost::_bi::value<bool> > >,void>::invoke
c:\cygwin64\tmp\factorio-vbn8ul\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF7016AF883)
00007FF7016AF883 (Factorio): (filename not available): boost::`anonymous namespace'::thread_start_function
f:\dd\vctools\crt\crtw32\startup\threadex.c (376): _

Rseding91
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Rseding91 »

crazykid33 wrote:Whenever I try to remove a forcefield (not touching it with my player) I die almost instantly and then my game crashes after that.
Heres a log file when it happened:
That's a bug with the game its self and not the mod (the crashing) - I'll fix it for the next game version.

The dying from mining the walls is because you're mining walls made of energy - it hurts your player.
If you want to get ahold of me I'm almost always on Discord.

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aRatNamedSammy
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by aRatNamedSammy »

hi.. i love the force field.. something that even may be added into vanilla :mrgreen: (my opinion)

here my request.. cornering
when i want to make a wall setup like that
wall setup.JPG
wall setup.JPG (114.39 KiB) Viewed 7312 times
its cool for straight line.. but on a corner, its really long and hard to set it nice.. or it end like this
corner.JPG
corner.JPG (125.67 KiB) Viewed 7312 times
could it just be possible to make it easier?
tk a lot! 8-)

edit --- also, copy distance and width when using it with blueprints..if possible :P
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aRatNamedSammy
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by aRatNamedSammy »

well... didnt notice that thing until i used force field much...
power trouble.JPG
power trouble.JPG (45.45 KiB) Viewed 7283 times
cant read accumulators anymore.. its mixed up with force field.. and it end as i didnt see that power trouble coming in... now i havent enough power since that last batch of assemblers i intalled..
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Toromino »

Hi,

I also wrote this on the mod page of the Force Fields mod but currently you can only use the blue force field on each 0.13.x version, because the force field tools won't work. I already tried to use them in singleplayer, multiplayer and even in sandbox cheat mode. But the force field settings won't open.

I am not the only one having this issue. A friend, I am playing a multiplayer game with has also problems to access the force field settings.

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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Rseding91 »

Toromino wrote:Hi,

I also wrote this on the mod page of the Force Fields mod but currently you can only use the blue force field on each 0.13.x version, because the force field tools won't work. I already tried to use them in singleplayer, multiplayer and even in sandbox cheat mode. But the force field settings won't open.

I am not the only one having this issue. A friend, I am playing a multiplayer game with has also problems to access the force field settings.
Thanks for the notice. I uploaded a fixed version on the mod portal.
If you want to get ahold of me I'm almost always on Discord.

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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Dread_Lord369 »

Hey,

Firstly I'd like to say that I've tried the mod and think it's amazing. :D

Secondly, I encountered a bug where damaging a wall piece would crash, I solved the issue by changing the line partway into the tick() function at line 634 (this line number will most likely be different as I have changed a fair bit in this file other than this line) "local foundFields = findForcefieldsRadius(surface, {x = sx + 0.5, y = sy + 0.5}, 1)", by setting that last value to 1 instead of 0. I think the error was something along the lines of 'can't have a radius of 0', which is why I changed that.

Also, I wanted to try to enable gates. I noticed that you must have had plans to add this functionality in, and it took a fair bit of reading and re-reading, but I managed to get gates working, (they are automatically placed on straight-rails now.) ;)
(Included in this was creating the gate graphics for each color.)
Gates Created Over Rails
Another thing that I wanted to attempt was getting a forcefield that would allow me to pass through but not allow enemies through. This was achieved by replacing all wall pieces with perpendicular gate pieces, and simply re-rotating the gates when placing over straight-rails to keep that functionality in there.
Gates Option
From that point I added to the gui to allow switching between "walls with gates over straight-rails" and "perpendicular gates with normal gates over straight-rails". As well as doubled the width upgrades that can be added to 20 (as I like to build big, and this allows covering a larger area with fewer emitters, but still takes just as much power to maintain.)


My question to you:
Would you mind if I uploaded my version as an 'unofficial update' to your mod?

I can upload further gifs/screenshots of how the changes work if need be.

Thanks,
Dread

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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by i.am.qix »

Please add support for blueprints and re-configuration. Having to reconfigure a bazillion force field walls makes this mod a tease since it's very fun but kind of unusable.

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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by vedrit »

i.am.qix wrote:Please add support for blueprints and re-configuration. Having to reconfigure a bazillion force field walls makes this mod a tease since it's very fun but kind of unusable.
+1

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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by SquarelyCircle »

vedrit wrote:
i.am.qix wrote:Please add support for blueprints and re-configuration. Having to reconfigure a bazillion force field walls makes this mod a tease since it's very fun but kind of unusable.
+1
Is there a reason blueprints can't save the settings on this?

Rseding91
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Re: [MOD 0.12.x] Force Fields - energy powered walls

Post by Rseding91 »

SquarelyCircle wrote:
vedrit wrote:
i.am.qix wrote:Please add support for blueprints and re-configuration. Having to reconfigure a bazillion force field walls makes this mod a tease since it's very fun but kind of unusable.
+1
Is there a reason blueprints can't save the settings on this?
The settings are stored in the Lua mod and not on the entity. Additionally there is no actual item that builds the final forcefield entity so the game has no way to know that it should use some unrelated item to build it.
If you want to get ahold of me I'm almost always on Discord.

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