[MOD 0.13] EfficienSee : optimise your factory !

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Qon
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Re: [MOD 0.13.X] EfficienSee : optimise your factory !

Post by Qon »

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Error while running the event handler: __EfficienSee__/control.lua:124: attempt to index field 'selected_machine' (a nil value)
Happened when I placed down a chem plant.

ES 1.0.40
Factorio 0.13.12

Edit:
I used shift/ghost place to put it down, and I have instant blueprint mod. Might be related.
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binbinhfr
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Re: [MOD 0.13.X] EfficienSee : optimise your factory !

Post by binbinhfr »

Qon wrote:Edit:
I used shift/ghost place to put it down, and I have instant blueprint mod. Might be related.
Yes it's related, because classic blueprinting works fine.
I reproduced the bug with instant blue print AND cheat_mode on. Not a classic setup I guess, thats' why nobody claimed before ;-)

I 'm hunting for the problem, but I have no clue for the moment.

For the moment, you can softly disable the mod, using the upper left icon in the ES window.
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binbinhfr
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Re: [MOD 0.13.X] EfficienSee : optimise your factory !

Post by binbinhfr »

I found it ! Not an easy one...
And I do not consider it as a bug of ES. ;-)

explanation :
It's not the cheat mode itself.
But the way "instant blueprint" works when creating an object :
it uses

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ev.created_entity.revive()
i.e. it revives the ghost of an object that was never created before.
And apparently, it does not trigger the "on-creation" event again, that I use to follow all entities creation.

So this mod is not good : most mods (like mine) are waiting for classical behaviour, not cheated turnarounds...

Anyway, I added a little test to avoid the error (please update on portal), but beware that any object created this way cannot be detected by any mod.

And now Qon, please, be serious, STOP CHEATING !!! It is giving me heart-attacks finding those impossible bugs... :lol:

PS : have a look at my new mod, very useful for mega factories : viewtopic.php?f=92&t=30163
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binbinhfr
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Re: [MOD 0.13.X] EfficienSee : optimise your factory !

Post by binbinhfr »

Well, after some report to the dev, it seems that this behaviour is normal :
revive does not trigger the on_built event.
It should be the mod Instant Blueprint that should do it. But it is obvioulsy a very simple mod...
So this mod is only for cheat, you cannot use it for normal gameplay.
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by Camalie »

I just got this:

Image

Using EfficienSee 1.0.42, Factorio 0.13.17 w/ Bob's mods, Factorissimo, [+ convenience mods like YARM, RSO, EvoGUI, KBlueprints, ...]

Edit: It happened as soon as I pressed the ES button.
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binbinhfr
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by binbinhfr »

It's normal. Please update Efficiensee mod, because there is a mandatory update for factorio 0.13.17 concerning recipe products
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by Tlmitf »

I dont know if I missed this, so Ill ask.

Are you able to put a button into the GUI that shows you your most critical bottleneck? IE the one thing that you are the furthest behind in producing?
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by binbinhfr »

Tlmitf wrote:I dont know if I missed this, so Ill ask.

Are you able to put a button into the GUI that shows you your most critical bottleneck? IE the one thing that you are the furthest behind in producing?
Hi, I tought about that in the past, but I did not find a solution. Because it is not easy to determinate which recipes are really part of the "useful" production and which are not.
Some production are stopped but it's intentional.
But if you press the 'b' button that shows you every machine status, while zooming out wide (using my Zoom mod for that), you can see which part of the factory are blocked
and decide (after a "human" analysis) if it's part of the useful process or not.

If you have a precise idea on how to determine where is the main bottleneck, I'm listening to your proposition, but I am afraid that such an "intelligent" process will be complex to
program and very CPU consuming.
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by Tlmitf »

The only thing that springs to mind is to simply pull the data for the most under utilised process and use that.
If people what that function to operate correctly (enough) then they will have to turn stuff off when the... ohh, fluids... Nope, ignore me.
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by brehmluke »

As soon as I click the Efficiensee icon I get the following error:
Error while running event on_gui_click (ID 1)
__EfficienSee__/control.lua:1422: attempt to concatenate field 'amount' (a nil value)

I am running the most recent stable build of Factorio, I believe its 14.18
I'm using DyTech and some other mods that don't add new items.
Very small factory, just starting out.
If anymore information will help let me know!
Thanks very much
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binbinhfr
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by binbinhfr »

Hi brehmluke,

I tested Efficiensee and cannot trigger the problem you have, or imagine why it happens in the code.
It must come from one of your mods.
If you want, please try without any mods, and add them progressively to see which one is the culprit... If you find it, tell me, so that I can reproduce the problem on my side and correct it.
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by OvermindDL1 »

Bug report, no other mods, just EfficienSee (though it was on a custom map):

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__EfficienSee__/control.lua:2138: attempt to index field 'recipes_stat' (a nil value)
The line and surrounding lines for context from __EfficienSee__/control.lua is:

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	for _, effect in pairs(research.effects) do
		if effect.type == "unlock-recipe" then
			recipe_stat = force_mem.recipes_stat[effect.recipe]
			recipe_stat.enabled = true
			recipe_new = true
		end
	end
Which resides in the function

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on_research_finished
where line 2138 is the

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recipe_stat = force_mem.recipes_stat[effect.recipe]
line. It appears if a custom mission has pre-researched researches then this mod breaks due to receiving the research callbacks before its on_init is processed. Probably just need a check to see if it has been init'd yet and if not then just return in addition to adding a check on_init to if its custom research is researched then perform the unlock. That is precisely what I did to fix my local copy, specifically I changed the

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on_research_finished
function to be this instead:

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local function on_research_finished(event)
	local research = event.research
	local force = research.force
	local force_mem = global.force_mem[force.name]
	if force_mem then return end
	-- debug_print( "on_research_finished ", research.name, " force ", force.name )
	
	-- close_guis()
	
	local recipe_new = false
	local recipe_stat
	
	for _, effect in pairs(research.effects) do
		if effect.type == "unlock-recipe" then
			recipe_stat = force_mem.recipes_stat[effect.recipe]
			recipe_stat.enabled = true
			recipe_new = true
		end
	end
	
	if recipe_new then
		for _, player in pairs(game.players) do
			if player.connected and player.force == force then
				update_gui(player,true,true)
			end
		end
	end
end
Where it has the line of this added near the top:

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if force_mem then return end
And I'd not changed anything else (yet) to handle the checking of existing researches when "init_force" is called but it should be done somewhere in its callstack from the looks of it.
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binbinhfr
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by binbinhfr »

Hi, thx for the report.

your "if force_mem then return end" statement is working, but not for teh good reason : it avoids any call to the rest of the function, so of course there is no more bug ;-)

probably you meant to write :

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if force_mem == nil then return end
force_mem is normally always initialized when calling this funtion. So the problem is not coming from here.

infact , you'd better try :

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if force_mem == nil or force_mem.recipes_stat == nil then return end
because for some forces (ennemy and neutral) "force_mem.recipes_stat" is not initialized.
Is it possible that you tried to make research on the ennemy or the neutral forces ?

I updated the mod to v1.0.49
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bug and bugfix suggestion

Post by DarkShadowsX5 »

i have updated official factorio (not experimental) and updated mod (1.0.49)
but when i clicked on the icon it said bla blaa bla line 1422: error accessing "amount" is null (or something like that)

i changed line 1422 to add a null check. before attempting to add another gui element

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if uplist_link.amount ~= null then
    gui.add({type = "label", caption = uplist_link.amount .. "x", style = "label_effic_style"})
end
and it works perfectly now. just add that test it and update. yw (*^ω^)
its probably something to do with one of my other mods and causing the issue. this just makes sure the value "amount" isn't null before adding the gui element. but you can probably guess that. lol :D
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binbinhfr
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Re: bug and bugfix suggestion

Post by binbinhfr »

thx for the report, even if I do not understand why you have an error.

anyway, the right check should be :

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	if uplist_link.amount == nil then
		gui.add({type = "label", caption = "0x", style = "label_effic_style"})
	else
		gui.add({type = "label", caption = uplist_link.amount .. "x", style = "label_effic_style"})
	end
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Crash from certain recipe

Post by riun355 »

I'm using a pretty heavily modded save, mostly with bob's and angel's mods. I'm getting a consistent crash when I try to view the production statistics for any of the "chunk" recipes in Angel's Refining.
The error code I'm getting is:

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__EfficienSee__/control.lua:1352: attempt to compare number with nil
The only cause I can think of for the error is that the chunk recipes all output 0.5 of an item, which is pretty unusual behavior that the mod might not be set up to handle.
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by Eugenii10 »

Hello! First of all, Thanks for a great mod !
I have the same error as
riun355 wrote:The error code I'm getting is:
__EfficienSee__/control.lua:1352: attempt to compare number with nil
It is produced by opening EfficienSee screen ('N' hotkey) on the Angel's Refining building.
Here is screenshot
Screenshot
Thanks for a work in advance!
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by dispensershell »

Are there plans for this to be upgraded for 0.15?
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by sparr »

It would help if you tell the developer what doesn't work in 0.15
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Re: [MOD 0.13] EfficienSee : optimise your factory !

Post by binbinhfr »

i will look at it, be patient
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