[MOD 0.12.x] Landfill (2.1.7)

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by MasterBuilder » Tue Jul 21, 2015 9:26 pm

TiTaN_3000 wrote:If you fill a lake with the Landfill mod place and remove concrete crashes the game.
Now that is odd. I've done exactly this and have had no issues.
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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by Shalashalska » Wed Jul 22, 2015 1:04 am

I think this may be a vanilla bug. I also crashed once when replacing water with concrete in the editor.

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by GotLag » Wed Jul 22, 2015 12:58 pm

Removing concrete/stone very occasionally crashes the game, I haven't noticed any pattern to it.

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by Rseding91 » Wed Jul 22, 2015 7:04 pm

GotLag wrote:Removing concrete/stone very occasionally crashes the game, I haven't noticed any pattern to it.
Possibly related to removing concrete/stone in the base game sometimes creating water/adjusting tiles when it shouldn't. That issue has been fixed for 0.12.1 and if it still crashes in 0.12.1 then please report it in the bug reports forum :)
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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by ronon101 » Mon Aug 03, 2015 3:00 pm

When i try to load a save file or start a new map with this mod added i get this error
__Landfill__/control.lua:28: LuaGameScript doesn't contain key onload

what could cause this?

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by orzelek » Mon Aug 03, 2015 6:27 pm

It's incompatibility with 0.12.
The key is named on_load now - there might be more changes needed.

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by Rseding91 » Mon Aug 03, 2015 11:40 pm

ronon101 wrote:When i try to load a save file or start a new map with this mod added i get this error
__Landfill__/control.lua:28: LuaGameScript doesn't contain key onload

what could cause this?
You downloaded the 0.11 version instead of the 0.12 version.
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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by ronon101 » Tue Aug 04, 2015 2:30 pm

Rseding91 wrote:
ronon101 wrote:When i try to load a save file or start a new map with this mod added i get this error
__Landfill__/control.lua:28: LuaGameScript doesn't contain key onload

what could cause this?
You downloaded the 0.11 version instead of the 0.12 version.
what a dumb mistake thanks for pointing it out

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by waduk » Tue Aug 11, 2015 9:06 pm

Is it possible you make the compression bomb is cutting / removing the land besides making small hole ?
pic
I played in island map, and i want to cut away a portion of the land/creating an island.

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by vedrit » Wed Aug 12, 2015 12:41 am

waduk wrote:Is it possible you make the compression bomb is cutting / removing the land besides making small hole ?
pic
I played in island map, and i want to cut away a portion of the land/creating an island.
There's a setting you can set to false in the mod configs

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by MasterBuilder » Wed Aug 12, 2015 12:48 am

waduk wrote:Is it possible you make the compression bomb is cutting / removing the land besides making small hole ?
pic
I played in island map, and i want to cut away a portion of the land/creating an island.
Go into control.lua, change displaceDirt to false.
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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by waduk » Wed Aug 12, 2015 4:19 am

vedrit wrote:
waduk wrote:Is it possible you make the compression bomb is cutting / removing the land besides making small hole ?
pic
I played in island map, and i want to cut away a portion of the land/creating an island.
There's a setting you can set to false in the mod configs
Aaah, Thank you !
MasterBuilder wrote: Go into control.lua, change displaceDirt to false.
Yes, thank you.

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by Peter34 » Mon Aug 31, 2015 11:58 pm

The Shaped Compression Bomb seems to not work sometimes. I distinctly remember testing it very recently, and having some problems at first until figuring out that it needs to be connected to Electricity in order to work. Then it did work, exploding for me and creating some nice 3x3 or 4x4'ish lakes.

But now it's no longer working. Is it that 12.5 broke the mod? It wasn't long ago that I first tested it, but it may have been Thursday or Wednesday, when we were still playing 12.4.

The rest of the mod works fine, but I'm really unhappy about no longer being able to create lakes when needed.

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by Peter34 » Tue Sep 01, 2015 2:16 am

Without disabling any of the mods I'm using (because I had thought that perhaps that was the cause), the Bomb now works. It's very odd.

I think the most likely explanation, weird as it sounds, is that my power generation is minimalistic, due to me using a mod to "measure" the amout of charge in an Accumulator and then using that to control power generation (via pumps), so that the system gets as close as possible to just generating enough power to not decharge the Accu's, thus leaving no excess power to charge up the Bomb.

(Next time around, I'll probably try to use a non-Pump based approach to power generation control, see if that works better.)

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by dyf123 » Thu Sep 10, 2015 7:25 am

I suggest that the throwDirt method changes to like that.

Code: Select all

function throwDirt(x, y)
    local dirtTiles = {}
    local tileName
    local dirtDisplaced = 0
    local floor = math.floor
    local distX,distY

    --game.player.print(x..","..y)

    if displaceDirt == true then
        x = floor(x)
        y = floor(y)
        
        local location={}
        
        for xx = x - 3, x + 3, 1 do
            for yy = y - 3, y + 3, 1 do
                distX = math.abs(x - xx)
                distY = math.abs(y - yy)                
                
                if floor(math.sqrt((distX * distX) + (distY * distY))) >= 2 then
                    tileName=game.gettile(xx,yy).name
                    --here start
                    if (tileName=="water" or tileName=="deepwater") then                        
                        table.insert(dirtTiles, {name = "water", position = {xx, yy}})
                    else
                        table.insert(dirtTiles, {name = "grass", position = {xx, yy}})
                    end
                    --to here
                    dirtDisplaced = dirtDisplaced + 1
                end                
            end
        end

        if dirtDisplaced ~= 0 then
            game.settiles(dirtTiles)
        end
    end
end
The old code will make a puddle on anywhere. I want to clean up a small island in the lake. I don't want to make a puddle with dirt's side in the middle of water.

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by waduk » Thu Sep 10, 2015 7:29 am

Peter34 wrote:Without disabling any of the mods I'm using (because I had thought that perhaps that was the cause), the Bomb now works. It's very odd.

I think the most likely explanation, weird as it sounds, is that my power generation is minimalistic, due to me using a mod to "measure" the amout of charge in an Accumulator and then using that to control power generation (via pumps), so that the system gets as close as possible to just generating enough power to not decharge the Accu's, thus leaving no excess power to charge up the Bomb.

(Next time around, I'll probably try to use a non-Pump based approach to power generation control, see if that works better.)
I think the mods based on accumulator, if you place them at night/falling lights level, it won't get charged.

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Re: [MOD 0.12.x] Landfill (2.1.5)

Post by Rseding91 » Thu Sep 10, 2015 4:12 pm

dyf123 wrote:I suggest that the throwDirt method changes to like that.

Code: Select all

function throwDirt(x, y)
    local dirtTiles = {}
    local tileName
    local dirtDisplaced = 0
    local floor = math.floor
    local distX,distY

    --game.player.print(x..","..y)

    if displaceDirt == true then
        x = floor(x)
        y = floor(y)
        
        local location={}
        
        for xx = x - 3, x + 3, 1 do
            for yy = y - 3, y + 3, 1 do
                distX = math.abs(x - xx)
                distY = math.abs(y - yy)                
                
                if floor(math.sqrt((distX * distX) + (distY * distY))) >= 2 then
                    tileName=game.gettile(xx,yy).name
                    --here start
                    if (tileName=="water" or tileName=="deepwater") then                        
                        table.insert(dirtTiles, {name = "water", position = {xx, yy}})
                    else
                        table.insert(dirtTiles, {name = "grass", position = {xx, yy}})
                    end
                    --to here
                    dirtDisplaced = dirtDisplaced + 1
                end                
            end
        end

        if dirtDisplaced ~= 0 then
            game.settiles(dirtTiles)
        end
    end
end
The old code will make a puddle on anywhere. I want to clean up a small island in the lake. I don't want to make a puddle with dirt's side in the middle of water.
That's literally the point of the throwDirt() function - it prevents you from doing what you're trying to do. It prevents people from making moats with the bombs.

If you want to play cheaty you can change displaceDirt = true to displaceDirt = false at the top of control.lua.
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Re: [MOD 0.12.x] Landfill (2.1.6)

Post by ljcomplex » Fri Sep 11, 2015 3:15 pm

So I'm getting an error since updating to 0.12.7. Anytime I try to place landfill, big or small, I get this:

Image

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Re: [MOD 0.12.x] Landfill (2.1.6)

Post by Rseding91 » Fri Sep 11, 2015 3:36 pm

ljcomplex wrote:So I'm getting an error since updating to 0.12.7. Anytime I try to place landfill, big or small, I get this:
Download the latest version off the front page.
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Re: [MOD 0.12.x] Landfill (2.1.6)

Post by BlackLight » Sat Sep 12, 2015 11:11 am

Rseding91 wrote:Download the latest version off the front page.
It didn't work for me either on the first try. Finally I uninstalled Factorio, deleted the Mod, reinstalled Factorio x64 0.12.7 and again put Landfill_2.1.6.zip in the mods folder. Maybe not all steps are necessary, but it worked for me.
Avous wrote:I'm going to request something and its fairly big, would there be a way to detect which ground texture is being used around the water source that you are filling, then set it to a variable and use that to change the texture? I play in a desert and it's pretty weird having grass in the middle of it for no reason.
Come on, you fill in an oasis (in the desert) and wonder why you get grass? There was a reason for the oasis, e.g. groundwater, and it still persist, hence the grass. I find it quite fitting.

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