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Re: Mylon's Many Mods

Posted: Sat Jan 13, 2018 3:56 pm
by Strategic Sage
Thanks for Bot Servicing, I'm also a fan of Global Warming. Sensible stuff like that which adds to the things the player must contend with is great for Factorio.

Re: Mylon's Many Mods

Posted: Sun Jan 14, 2018 4:18 am
by Mylon
Apparently I goofed. I fixed Global Warming a month ago but never published it! So I finally got around to fixing that. I might publish the good bits of Hardcore Survival as a new mod that relies more upon vanilla pollution mechanics for pacing, but with the enhanced biter behavior.

Re: Mylon's Many Mods

Posted: Sun Jan 14, 2018 8:39 pm
by FuryoftheStars
Mylon wrote:New mod: Bot Servicing
Compatibility report with Creative Mode Fix mod.

https://imgur.com/a/a2WAC

Re: Mylon's Many Mods

Posted: Sun Jan 14, 2018 11:06 pm
by Mylon
Creative mode does not have an official 0.16 version so I can't test.

But the error should be fixed now.

Re: Mylon's Many Mods

Posted: Mon Jan 15, 2018 12:45 am
by FuryoftheStars
Sorry, it's the Fix version of Creative Mode.

https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix

Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.

Re: Mylon's Many Mods

Posted: Mon Jan 15, 2018 3:27 am
by Mylon
FuryoftheStars wrote:Sorry, it's the Fix version of Creative Mode.

https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix

Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.
Okay I found the problem and I put out a fix. And while I was at it, I also got the icon overlay feature to work so the mod is even better than before!

Re: Mylon's Many Mods

Posted: Tue Jan 16, 2018 2:52 pm
by Xuerian
Got this error while attacking a biter base:

Code: Select all

25198.943 Error MainLoop.cpp:1013: Exception at tick 1334416: Error while running event Bot_Servicing::on_robot_pre_mined (ID 15)
__Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value)
25198.943 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running event Bot_Servicing::on_robot_pre_mined (ID 15)
__Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value)"

Re: Mylon's Many Mods

Posted: Wed Jan 17, 2018 2:21 pm
by Mylon
Xuerian wrote:Got this error while attacking a biter base:

Code: Select all

25198.943 Error MainLoop.cpp:1013: Exception at tick 1334416: Error while running event Bot_Servicing::on_robot_pre_mined (ID 15)
__Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value)
25198.943 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running event Bot_Servicing::on_robot_pre_mined (ID 15)
__Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value)"
Fixed. Thanks for the report.

Re: Mylon's Many Mods

Posted: Wed Jan 17, 2018 3:33 pm
by FuryoftheStars
Mylon wrote:Okay I found the problem and I put out a fix. And while I was at it, I also got the icon overlay feature to work so the mod is even better than before!
Gave this a try and works! Found another bug, though. :P

Appears to be related to Dectorio (https://mods.factorio.com/mods/PantherX/Dectorio). When using Creative Mode Fix's Magic Wand to remove resource tiles, the below error is thrown. I have a large mod list, but happens even when Bot Servicing, Dectorio, and Creative Mode Fix are the only mods loaded. Disabling Dectorio causes the error to go away. And never had this issue before installing Bot Servicing.

Code: Select all

111.908 Error MainLoop.cpp:1013: Exception at tick 520: Error while running event creative-mode-fix::on_player_alt_selected_area (ID 50)
Error while running event Bot_Servicing::on_robot_pre_mined (ID 15)
__Bot_Servicing__/control.lua:59: attempt to index field 'surface' (a nil value)
stack traceback:
	__creative-mode-fix__/scripts/util.lua:159: in function 'raise_event'
	__creative-mode-fix__/scripts/util.lua:289: in function 'destroy_entity_and_raise_event'
	__creative-mode-fix__/scripts/magic-wand-creator.lua:515: in function 'on_player_alt_selected_area'
	__creative-mode-fix__/scripts/events.lua:455: in function '?'
	__creative-mode-fix__/scripts/events.lua:1113: in function <__creative-mode-fix__/scripts/events.lua:1048

Re: Mylon's Many Mods

Posted: Wed Jan 17, 2018 8:06 pm
by Mylon
It looks like Creative Mode Fix is improperly calling an event. I can fix my mod to be more lenient on extra calls, but Creative Mode needs to not call invalid events.

I put out a fix. Can you retest, please?

Re: Mylon's Many Mods

Posted: Thu Jan 18, 2018 2:37 pm
by Mylon
That moment when you realize your most popular mod is one you thought barely worked and didn't support very well and haven't upgraded to 0.16 yet...

Well I fixed that now. I see a lot of changes I can make to improve it too.

Re: Mylon's Many Mods

Posted: Fri Jan 19, 2018 12:59 pm
by melzedan
About the "Bot Servicing" mod, what hapens to the stuff the bot is carrying when it crashes?

Re: Mylon's Many Mods

Posted: Fri Jan 19, 2018 3:12 pm
by Mylon
melzedan wrote:About the "Bot Servicing" mod, what hapens to the stuff the bot is carrying when it crashes?
Stuff drops on the ground with the bot and will be picked up separately. Also creates a fun case where bots can break trying to pick up another bot!

Bot Servicing Suggestions

Posted: Sat Jan 20, 2018 8:23 pm
by adiac
Is it possible to increase the rate at which bots crash?
I made a test setup with 5000 logistic bots and only one assembly machine for repairs and it can keep up with no problem.

Also I think the repair should cost some resources. Maybe some parts of the original crafting recipe.
You could add some in game options for tweaking.

I like the idea of the mod. Personally I think bots are too powerful and boring. Adding some mechanic to make them more interesting is a good idea.

Re: Mylon's Many Mods

Posted: Sun Jan 21, 2018 6:01 pm
by Mylon
There's definitely room for improvement in Bot Servicing. My calculations figured that a single ASM2 can keep up with about 10,000 logistic bots! So yeah, I'll definitely have to tweak the crash rate. I may double the crafting time too, only because ASM3 + speed modules are a thing.

I don't think replacement parts is a core element of the mod. There's no cost to picking up and replacing buildings for example. Though this cost does exist in marathon mode for a slight extra challenge.

Re: Mylon's Many Mods

Posted: Mon Jan 22, 2018 3:40 pm
by FuryoftheStars
Mylon wrote:I don't think replacement parts is a core element of the mod. There's no cost to picking up and replacing buildings for example. Though this cost does exist in marathon mode for a slight extra challenge.
Would it be possible to add it as an option in the menus to enable the marathon cost even if not playing in marathon mode?

Re: Mylon's Many Mods

Posted: Thu Jan 25, 2018 10:13 pm
by Mylon

Re: Mylon's Many Mods

Posted: Sun Jan 28, 2018 6:55 am
by OvermindDL1
Nice scenario!

Crash when clicking 'accept crew' though:

Code: Select all

 185.880 Error MainLoop.cpp:1016: Exception at tick 1947: Error while running event level::on_gui_checked_state_changed (ID 3)
...mapps/common/Factorio/temp/currently-playing/control.lua:613: attempt to index field 'ttsfn-autoturn' (a nil value)

Re: Mylon's Many Mods

Posted: Fri Feb 09, 2018 4:55 pm
by Seth_Seth
Quick question (I'm the supermariofan20 user), will you be updating the This Tank Stops For Nobody mod anytime soon?

Re: Mylon's Many Mods

Posted: Sun Feb 11, 2018 9:04 pm
by Mylon
Seth_Seth wrote:Quick question (I'm the supermariofan20 user), will you be updating the This Tank Stops For Nobody mod anytime soon?
What's wrong with TTSFN? I updated it recently to fix some of the bugs here.