[MOD 0.16] Miniloader
Re: [MOD 0.16] Miniloader
On your next release, would you mind either moving or duplicating entries for your loaders into the entity-name section of your locale please?
My Recycling Machines Mod checks every item prototype for certain properties. Your railloader and unloader have the 'place_result' property which suggests that there is an entity prototype associated and that the locale should be in the entity-name section. As a result, my Recycling Machine gives an ugly error display when i hover over your entities in the Recycling Machines menus.
To put this into context, your mod is one of very, very few examples of where this happens. Across all of Bob's Mods for example, it happens only once, for a single entity, and I'm about to make thew same request to him
My Recycling Machines Mod checks every item prototype for certain properties. Your railloader and unloader have the 'place_result' property which suggests that there is an entity prototype associated and that the locale should be in the entity-name section. As a result, my Recycling Machine gives an ugly error display when i hover over your entities in the Recycling Machines menus.
To put this into context, your mod is one of very, very few examples of where this happens. Across all of Bob's Mods for example, it happens only once, for a single entity, and I'm about to make thew same request to him
Re: [MOD 0.16] Miniloader
I think you meant to post this in the Bulk Rail Loaders thread, but I'll answer here anyway:DRY411S wrote:On your next release, would you mind either moving or duplicating entries for your loaders into the entity-name section of your locale please?
My Recycling Machines Mod checks every item prototype for certain properties. Your railloader and unloader have the 'place_result' property which suggests that there is an entity prototype associated and that the locale should be in the entity-name section. As a result, my Recycling Machine gives an ugly error display when i hover over your entities in the Recycling Machines menus.
To put this into context, your mod is one of very, very few examples of where this happens. Across all of Bob's Mods for example, it happens only once, for a single entity, and I'm about to make thew same request to him
At a guess, having not looked at your code, I think your mod needs to look at the value of the place_result property, not just for presence or absence. This is what the Factorio core does, and not every entity has the same item-name as entity-name. For example, in vanilla there is a "rail" item, but no "rail" entity, only "straight-rail" and "curved-rail". I have the below values in my mod, which is how the recipe display in your screenshot gets the correct name.
In prototypes/item/railloader.lua:
Code: Select all
{
type = "item",
name = "railloader",
...
place_result = "railloader-placement-proxy",
Code: Select all
[entity-name]
railloader-placement-proxy=Bulk rail loader
Miniloader β UPS-friendly 1x1 loaders
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Re: [MOD 0.16] Miniloader
That looks as though it will work thanks. This is the only mod so far where the his value isn't the same as the prototype name.
Re: [MOD 0.16] Miniloader
I guess I'm weirder than I thought. Bulk Rail Loaders has to do some funky magic to enable building directly over the top of existing rails.DRY411S wrote:That looks as though it will work thanks. This is the only mod so far where the his value isn't the same as the prototype name.
Miniloader β UPS-friendly 1x1 loaders
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Re: [MOD 0.16] Miniloader
Confirmed that this was a bug in my new code. All working fine now thanks.Therax wrote:I guess I'm weirder than I thought. Bulk Rail Loaders has to do some funky magic to enable building directly over the top of existing rails.DRY411S wrote:That looks as though it will work thanks. This is the only mod so far where the his value isn't the same as the prototype name.
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Re: [MOD 0.16] Miniloader
Seems to not like joining a paused with mini loaders enabled. When joining a modded multiplayer game with this mod i get the following error
Update:
This was also sent to Rseding, as it might not be caused by the modmod-miniloader was registered for the following events when the map was saved but has not re-registered them as a result of loading: on_selected_entity_changed (ID 52)
MultiplayerManager failed: "" + multiplayer.script-event-mismatch + "" + "mod-miniloader"
Update:
Rseding: It means it isn't written correctly and is doing events wrong.
Re: [MOD 0.16] Miniloader
Definitely a problem in the mod, and I have a good idea how to fix it.cjmwid wrote:mod-miniloader was registered for the following events when the map was saved but has not re-registered them as a result of loading: on_selected_entity_changed (ID 52)
MultiplayerManager failed: "" + multiplayer.script-event-mismatch + "" + "mod-miniloader"
Miniloader β UPS-friendly 1x1 loaders
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
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Re: [MOD 0.16] Miniloader
Thanks my solution to joining was to just restart the server I'm just happy to doesn't save the paused state
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Re: [MOD 0.16] Miniloader
Not really. I've used proxy placers for some really fancy magic haxery in the past :PTherax wrote:I guess I'm weirder than I thought. :) Bulk Rail Loaders has to do some funky magic to enable building directly over the top of existing rails.DRY411S wrote:That looks as though it will work thanks. This is the only mod so far where the his value isn't the same as the prototype name.
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Just tried miniloaders for the first time and the render layer order looks wrong with chests. Maybe you could try adding render_layer = "object" to the prototype? (Also i was a bit sad that the secret hidden inserters don't give a magical direct chest-2-chest loading ability. But happy again after discovering the one-tile lane balancing.)
Re: [MOD 0.16] Miniloader
That makes two of us?eradicator wrote:Not really. I've used proxy placers for some really fancy magic haxery in the past
Sadly, render_layer is ignored for inserter-type entities:eradicator wrote:Just tried miniloaders for the first time and the render layer order looks wrong with chests. Maybe you could try adding render_layer = "object" to the prototype?
Code: Select all
0.863 Warning PrototypeLoader.cpp:132: Value ROOT.inserter.miniloader-inserter.render_layer was not used.
The one-tile lane balancing is an advertised feature in the Long Description of OP, and on the mod portal.eradicator wrote:(Also i was a bit sad that the secret hidden inserters don't give a magical direct chest-2-chest loading ability. But happy again after discovering the one-tile lane balancing.)
therax wrote:put them in your bus as compact priority splitters, or single-belt lane rebalancers.
Miniloader β UPS-friendly 1x1 loaders
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
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Re: [MOD 0.16] Miniloader
Oh. I assumed you were already using an extra entity for the graphics. So i guess the graphics is the inserter base?
Have you tried "lower_object" (or any of the other layers)? That might work with circuit connectors. Or...you could proxy out the circuit connector as such to a new entity (zero range power pole?). /haxery
I'm just really sensitive to that sort of graphics bug :P
Have you tried "lower_object" (or any of the other layers)? That might work with circuit connectors. Or...you could proxy out the circuit connector as such to a new entity (zero range power pole?). /haxery
I'm just really sensitive to that sort of graphics bug :P
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Re: [MOD 0.16] Miniloader
Hi! When pasting a blueprint without any miniloaders in Factorio 0.16.27 with Miniloader version 1.5.11 I get this error:
If I paste a blueprint with a miniloader in it, I get no errors and the blueprint sets down fine.
Code: Select all
Error while running event Bluebuild::on_tick (ID 0)
Error while running event miniloader::on_put_item (ID 9)
__miniloader__/lualib/util.lua:65: invalid direction passed to rotate_box
stack traceback:
__Bluebuild__/control.lua:131: in function 'bluebuild'
__Bluebuild__/control.lua:50: in function 'bluecheck'
__Bluebuild__/control.lua:35: in function 'playerloop'
__Bluebuild__/control.lua:269: in function <__Bluebuild__/control.lua:268>
Re: [MOD 0.16] Miniloader
This is a bug in Bluebuild. Until it's fixed, you can work around it by disabling Bluebuild via the in-game hotkeys before placing a blueprint or walking near to blueprint ghosts. Basically anytime Bluebuild tries to build something and you have a blueprint in your cursor, you will see this error. You can reactivate it after clearing the blueprint from your cursor.SelfDestructor wrote:Hi! When pasting a blueprint without any miniloaders in Factorio 0.16.27 with Miniloader version 1.5.11 I get this error:
If I paste a blueprint with a miniloader in it, I get no errors and the blueprint sets down fine.Code: Select all
Error while running event Bluebuild::on_tick (ID 0) Error while running event miniloader::on_put_item (ID 9) __miniloader__/lualib/util.lua:65: invalid direction passed to rotate_box stack traceback: __Bluebuild__/control.lua:131: in function 'bluebuild' __Bluebuild__/control.lua:50: in function 'bluecheck' __Bluebuild__/control.lua:35: in function 'playerloop' __Bluebuild__/control.lua:269: in function <__Bluebuild__/control.lua:268>
Miniloader β UPS-friendly 1x1 loaders
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
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Re: [MOD 0.16] Miniloader
Currently getting this error, Unable to join the server anymore because of it.
Note: Same issue as posted before by me, This time was caused by a client(Only one logged into the server) losing packets and getting disconnected from it.
Again solution was to restart server.
Note: Same issue as posted before by me, This time was caused by a client(Only one logged into the server) losing packets and getting disconnected from it.
Again solution was to restart server.
103.344 Verbose Scenario.cpp:260: Map setup finished: 2.153879 seconds.
103.367 Error ClientMultiplayerManager.cpp:1096: mod-miniloader was registered for the following events when the map was saved but has not re-registered them as a result of loading: on_selected_entity_changed (ID 52)
103.367 Error ClientMultiplayerManager.cpp:95: MultiplayerManager failed: "" + multiplayer.script-event-mismatch + "
" + "
mod-miniloader"
103.367 Info ClientMultiplayerManager.cpp:573: MapTick(22316385) changing state from(ConnectedLoadingMap) to(Failed)
105.648 Info ClientMultiplayerManager.cpp:188: Quitting multiplayer connection.
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Re: [MOD 0.16] Miniloader
Thank you! I kept reading "blueprint" in my head so it didn't even hit me that it was another mod.Therax wrote:This is a bug in Bluebuild. Until it's fixed, you can work around it by disabling Bluebuild via the in-game hotkeys before placing a blueprint or walking near to blueprint ghosts. Basically anytime Bluebuild tries to build something and you have a blueprint in your cursor, you will see this error. You can reactivate it after clearing the blueprint from your cursor.
Re: [MOD 0.16] Miniloader
I use version 1.5.11. Everytime i make a blueprint with the mod installed it crashes.
Photo of the crash in the attachements.
Photo of the crash in the attachements.
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- unknown.png (595.11 KiB) Viewed 6084 times
Re: [MOD 0.16] Miniloader
What version of miniloader are you running? I believe this should have been fixed in 1.5.11.cjmwid wrote:Currently getting this error, Unable to join the server anymore because of it.
Note: Same issue as posted before by me, This time was caused by a client(Only one logged into the server) losing packets and getting disconnected from it.
Again solution was to restart server.
You are running an outdated experimental of 0.16.x. Please update to the latest.Lindetwin wrote:I use version 1.5.11. Everytime i make a blueprint with the mod installed it crashes.
Miniloader β UPS-friendly 1x1 loaders
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Re: [MOD 0.16] Miniloader
Thank you for responing so fast, i really appriciate it. i will now look if this works.
Re: [MOD 0.16] Miniloader
It worked, again thanks for the mod and your help.
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Re: [MOD 0.16] Miniloader
Therax wrote:What version of miniloader are you running? I believe this should have been fixed in 1.5.11.cjmwid wrote:Currently getting this error, Unable to join the server anymore because of it.
Note: Same issue as posted before by me, This time was caused by a client(Only one logged into the server) losing packets and getting disconnected from it.
Again solution was to restart server.
Version 1.5.11 we are running.
Just ran into another issue,
Two players on multiplayer, One has the GUI open, the other mines the loader, causes the server to crash168224.575 Error MainLoop.cpp:1031: Exception at tick 27915619: Error while running event miniloader::on_tick (ID 0)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
__miniloader__/circuit.lua:9: in function 'sync_filters'
__miniloader__/gui.lua:16: in function 'handler'
__miniloader__/lualib/ontick.lua:18: in function 'handler'
__miniloader__/lualib/event.lua:16: in function <__miniloader__/lualib/event.lua:8>
168224.575 Error ServerMultiplayerManager.cpp:96: MultiplayerManager failed: "Error while running event miniloader::on_tick (ID 0)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
__miniloader__/circuit.lua:9: in function 'sync_filters'
__miniloader__/gui.lua:16: in function 'handler'
__miniloader__/lualib/ontick.lua:18: in function 'handler'
__miniloader__/lualib/event.lua:16: in function <__miniloader__/lualib/event.lua:8>"
168224.575 Info ServerMultiplayerManager.cpp:698: mapTick(27915619) changing state from(InGame) to(Failed)