Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Mon Dec 08, 2014 11:40 am
Sorry mate, can you post the save and copy of your mod folder or the mod list for the save?berni1212 wrote:Still Happening :/
www.factorio.com
https://forums.factorio.com/
Sorry mate, can you post the save and copy of your mod folder or the mod list for the save?berni1212 wrote:Still Happening :/
Thats the Mod List we Use now the Newest Version of your mod and the Map is now corrupted LOLberni1212 wrote:Belt Blocker
UndergroundBeltsExtended
DyTech-Core
Rail Tanker 0.05
Stainless Steel Wagon
Treefarm-Mod
Tankwerkz Ltd
DyTech-Energy
DyTech-Logistic
DyTech-Modules
DyTech-Storage
DyTech-Transportation
DyTech-Automation
DyTech-Inserters
DyTech-Metallurgy
DyTech-Warfare
Bob's ore
Bob's Metals,chemicals and Intermedian
Bob's Assembl maschines
Bob's Electronic overide mod
Bob's Logsitcs mod
Bob's Modules
Bob's Power
Save is too big to Upoad .)
This change has been made in 0.0.6. Also another crack at fixing the game crash when you blowup a tanker bug. I still can't replicate this bug but I am pretty sure the changes I've made should fix it. Without a save fie with the issue I don't think there is much more I can do.JLBShecky wrote:it is not like it is something that is all that hard to change if one so desires for their own game usage.
JamesOFarrell wrote:This change has been made in 0.0.6. Also another crack at fixing the game crash when you blowup a tanker bug. I still can't replicate this bug but I am pretty sure the changes I've made should fix it. Without a save fie with the issue I don't think there is much more I can do.JLBShecky wrote:it is not like it is something that is all that hard to change if one so desires for their own game usage.
Yeah. Desync are a huge issue at the moment. I spent the last 2 days trying to get them out of PocketBots before giving up. That said there is nothing in Rail Tanker should cause desync on load so that is strange.berni1212 wrote:JamesOFarrell wrote:This change has been made in 0.0.6. Also another crack at fixing the game crash when you blowup a tanker bug. I still can't replicate this bug but I am pretty sure the changes I've made should fix it. Without a save fie with the issue I don't think there is much more I can do.JLBShecky wrote:it is not like it is something that is all that hard to change if one so desires for their own game usage.
No Problem i can play the map at SP but if we start it at MP it gets us in an Big Desync Loop But its good that the Bug got Sorted out
I will try it if it work now
I have released without testing properly because i lost all my save games when i moved to 0.11.5. I've reverted the first post to version 0.0.4 and I'm going back to look at this issue but until then i recommend you remove the mod, load your save, save your save then install 0.0.4. This is a pain in the ass, sorry.berni1212 wrote:IDK how i am doing it but not working again xD if we break it now there will be the Tank thingy what is Unbreakebille.
And if the train will Drive on the Station menu we get this error:
Error while running the event handler: __RailTanker__\control:lua215:Given entity doesn't exist anymore
IDK how i do that Srry Bro But i hope you can fix it or try to fix it I feel free to test it
JamesOFarrell wrote:After thinking about this issue overnight I've reverted to the 0.0.4 codebase and fixed the issue properly. If you used 0.0.5 or 0.0.6 your best bet is to remove the mod, load the save, save the game and re-add 0.0.7. I think I've taken the mess I created with those versions into account but because of a pretty bad bug in 0.0.6 the tanker state can be unknown. I'm going to be away for 4 days so I've left 0.0.4 up in case I missed something. Post bugs as you find them.
It should be. Unless they are doing something funky (they are not) it should workAlphaRaptor wrote:Is this mod also compatible with other Liquid's , Like Lava(DyTech) and Hydrogen(Bob's Mods)
JamesOFarrell wrote:It should be. Unless they are doing something funky (they are not) it should workAlphaRaptor wrote:Is this mod also compatible with other Liquid's , Like Lava(DyTech) and Hydrogen(Bob's Mods)
JamesOFarrell wrote:It should be. Unless they are doing something funky (they are not) it should workAlphaRaptor wrote:Is this mod also compatible with other Liquid's , Like Lava(DyTech) and Hydrogen(Bob's Mods)
I'd love to know more. What was the bug, what was the hacky fix, what was the problem with said hacky fix, what was the proper fix?JamesOFarrell wrote:After thinking about this issue overnight I've reverted to the 0.0.4 codebase and fixed the issue properly.
The mod works by creating an invisible storage tank every time a rail tanker stops. It does this by storing a references to the rail tanker alongside some other info like how much fluid it has and if the storage tank proxy exists. To retrieve this info I iterate though the tanker info table and compare each entity until I find the one I need. Most of the time this works but when I am responding to the "tanker has been destroyed" event it seems that the event passes a valid object but the object reference in the table becomes invalid so comparing them gets the "Given entity doesn't exist anymore ".The Lone Wolfling wrote:I'd love to know more. What was the bug, what was the hacky fix, what was the problem with said hacky fix, what was the proper fix?
Great mod by the way. I just wish I could get rid of oil barrels altogether.
That makes sense. Thank you!JamesOFarrell wrote:[neat info]
Two things - for quick-and-dirty "I need oil now so I'm just going to use a car" (liquid transport by car, please?), and for the nuclear power mod.JamesOFarrell wrote: What do you use barrels for? The only time I've used them was to move oil around by train but I've seen some people do it so they can use logistics bots to move liquid.