[MOD 0.12.x] Autofill

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Nexela
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Re: [MOD 0.12.x] Autofill

Post by Nexela » Thu Dec 21, 2017 3:21 am

I will have some time to fix this soon, in the meantime it should work if you remove autofill, save the game, then re-add autofill

nuhll
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Re: [MOD 0.12.x] Autofill

Post by nuhll » Mon Dec 25, 2017 12:04 am

Sadly this is no longer working?!

10.172 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: __autofill__/stdlib/event/event.lua:163: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)"

Factorio 0.16.7 (thats the error on the server)

Nexela
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Re: [MOD 0.12.x] Autofill

Post by Nexela » Mon Dec 25, 2017 6:31 am

I have been busy at work still hoping to get around to fixing this very soon. Sorry for the wait!

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Re: [MOD 0.12.x] Autofill

Post by nuhll » Mon Dec 25, 2017 7:05 pm

AH okay, np. I just wondered bc it said it was updated for .16 but didnt work.

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Re: [MOD 0.12.x] Autofill

Post by gtmattz » Wed Jan 03, 2018 4:03 am

Nexela wrote:I will have some time to fix this soon, in the meantime it should work if you remove autofill, save the game, then re-add autofill
Just to let you know, this does not work.

Love ths mod by the way, and look forward to being able to use it again :D, but I know how RL obligations can be, so will be patient.

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Re: [MOD 0.12.x] Autofill

Post by nuhll » Wed Jan 03, 2018 2:08 pm

Yeah, the error i got was when i first installed this mod. (after some long time)

But get error when the server starts. Then i removed it and later i tried again, same error.

Nexela
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Re: [MOD 0.12.x] Autofill

Post by Nexela » Thu Jan 04, 2018 3:04 am

I am making progress!!!! However my day off got cancelled so not a lot of progress.

If I can't get it fixed this weekend I will probably just port the last .15 version over (instead of the re-write) since it should be fairly trivial

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Re: [MOD 0.12.x] Autofill

Post by Sparkysam » Thu Jan 11, 2018 12:59 am

Nexela wrote:I am making progress!!!! However my day off got cancelled so not a lot of progress.

If I can't get it fixed this weekend I will probably just port the last .15 version over (instead of the re-write) since it should be fairly trivial
Any new update on when you might update the mod?? :)

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Re: [MOD 0.12.x] Autofill

Post by neoc » Mon Jan 22, 2018 9:44 am

Can you replace the uses of player.get_inventory with player.get_quickbar and player.get_inventory so the mod works as intended in god mode as well?

Context is this thread: viewtopic.php?p=336804#p336804

middlecloud
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Re: [MOD 0.12.x] Autofill

Post by middlecloud » Thu Jan 25, 2018 12:36 am

Hi.

I tried to pause Autofill (using Control + ALT + P) and doesn't work any suggestions?

Ty

Nexela
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Re: [MOD 0.12.x] Autofill

Post by Nexela » Thu Jan 25, 2018 3:49 am

Lots of things are currently still broken and on my too fix list as soon as time permits!

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Re: [MOD 0.12.x] Autofill

Post by wvlad » Mon Feb 05, 2018 1:30 pm

Hi, I can't install this mod, the error says that in on_init your sets.lua attempts to index global.forces which is initialized only later in Force.Init() but moving Force.Init up calls "additional_data" method which needs sets.

It's not a migration.

Nexela
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Re: [MOD 0.12.x] Autofill

Post by Nexela » Tue Feb 06, 2018 12:12 am

It is a lack of time / still broken kind of thing.

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Re: [MOD 0.12.x] Autofill

Post by wvlad » Tue Feb 06, 2018 1:27 pm

I somehow managed to fix it, I think the sequence is commenting those on_load lines in sets.lua, loading save where mod was not previously installed (now works until save/load), then saving, disabling mod, loading, saving, uncommenting lines, enabling mod, loading (now works forever).

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Re: [MOD 0.12.x] Autofill

Post by tassman » Fri Feb 09, 2018 4:26 pm

wvlad wrote:I somehow managed to fix it, I think the sequence is commenting those on_load lines in sets.lua, loading save where mod was not previously installed (now works until save/load), then saving, disabling mod, loading, saving, uncommenting lines, enabling mod, loading (now works forever).
Can't reproduce. I think I must wait for repair.

tassman
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Re: [MOD 0.12.x] Autofill

Post by tassman » Sat Feb 17, 2018 7:47 pm

Any updates?

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Re: [MOD 0.12.x] Autofill

Post by eradicator » Sun Feb 18, 2018 9:24 am

Bug report:

With my new mod Stationary Fusion Reactors i get an error printed to the game/console every time i place a reactor (electric-energy-interface) in the world (only the last line is repeated every time).

Code: Select all

  27.675 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)
  27.941 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/changes.lua:34: bad argument #0 to 'log' (Wrong number of arguments.)
  27.942 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)
  29.840 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/autofill.lua:51: attempt to index local 'pdata' (a nil value)

CptnPenguin
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Re: [MOD 0.12.x] Autofill

Post by CptnPenguin » Wed Feb 21, 2018 6:53 pm

Hey Nexela, since the update might take a little more time, is there a fix I can do by myself? Since just re-installing the mod didn't work for me either!
If it's too complicated to explain to a layman, I will just be patient instead.

Nexela
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Re: [MOD 0.12.x] Autofill

Post by Nexela » Thu Feb 22, 2018 4:44 am

For a simple fix updating the .15 version to work in .16 might be the best bet. It should be fairly trivial... but don't quote me on that.

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Re: [MOD 0.12.x] Autofill

Post by joerg29 » Fri Feb 23, 2018 7:19 pm

I get this error with 1.16

__autofill__/autofill/sets.lua:51: attempt to index local 'pdata' (a nil value)

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