Hey everybody,
i got since today(?), a problem with LTN Version 1.14.
When I set the train (manuell!) from LTN-trainstation to LTN-trainstation, and set the train to automatic, it crashs.
Also when i press on go (which make him to automatic aswell)
First it tryed to put a "Encode Network ID" Symbol on the Combinator, which worked for the first station. Then it crashed on the second station.
No matter if the train which reach the crashing station got set with LTN or Manuell.
Upload of one screenshot + the log file.
I searched here in the forum for allrdy known issues.
Thanks
Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
Moderator: Optera
Crashing on arrival and/or departure
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- Manual Inserter
- Posts: 3
- Joined: Sat Mar 23, 2019 12:53 pm
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Re: Crashing on arrival and/or departure
Same crash here. Updated, then loaded my save game - and it crashes almost straight away (I suspect as soon as a train reaches a station).
From the autosaves, I can't even get into the game:
From the autosaves, I can't even get into the game:
Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
The mod LTN - Logistic Train Network (1.14.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event LogisticTrainNetwork::on_train_changed_state (ID 23)
__LogisticTrainNetwork__/script/train-events.lua:94: attempt to index local 'delivery' (a nil value)
stack traceback:
__LogisticTrainNetwork__/script/train-events.lua:94: in function 'TrainArrives'
__LogisticTrainNetwork__/script/train-events.lua:278: in function <__LogisticTrainNetwork__/script/train-events.lua:274>
Mod ver 1.14.0
Game ver 1.0.0
Saved game loaded in OK. After 20-30 seconds the crash happens.
Save has a lot of mods. The save: https://drive.google.com/file/d/1tEOLvS ... sp=sharing
Thank you for your mod! ^_^
Please report this error to the mod author.
Error while running event LogisticTrainNetwork::on_train_changed_state (ID 23)
__LogisticTrainNetwork__/script/train-events.lua:94: attempt to index local 'delivery' (a nil value)
stack traceback:
__LogisticTrainNetwork__/script/train-events.lua:94: in function 'TrainArrives'
__LogisticTrainNetwork__/script/train-events.lua:278: in function <__LogisticTrainNetwork__/script/train-events.lua:274>
Mod ver 1.14.0
Game ver 1.0.0
Saved game loaded in OK. After 20-30 seconds the crash happens.
Save has a lot of mods. The save: https://drive.google.com/file/d/1tEOLvS ... sp=sharing
Thank you for your mod! ^_^
Re: Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
I found out that it happens when a train stops at a Logistic Train Stop.
Re: Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
Amazing how many of you run non LTN trains to your LTN stations.
That's an error none of my tests would ever found.
Fixed in 1.14.1
That's an error none of my tests would ever found.
Fixed in 1.14.1
My Mods: mods.factorio.com
Re: Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
Basicly just more at the start(but building allrdy ltn stations to not change it later on). But as i said, i even get crashs from ltn to ltn stations
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- Manual Inserter
- Posts: 3
- Joined: Sat Mar 23, 2019 12:53 pm
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Re: Crash after mod update 1.14.0; running event LogisticTrainNetwork::on_train_changed_state
Thanks for the quick turn-around! LTN is so useful, I'm having trouble imagining using trains without it.
As far as non-LTN trains, I just don't bother building non-LTN stations. Easier to just have one thing in the mall, and in my inventory. In my current game, I only have one train that's not managed by LTN and that's bringing supplies to my starter base - too much effort to replace with LTN setup (5 carriages, each carrying two different things, and not much space where its going).
As far as non-LTN trains, I just don't bother building non-LTN stations. Easier to just have one thing in the mall, and in my inventory. In my current game, I only have one train that's not managed by LTN and that's bringing supplies to my starter base - too much effort to replace with LTN setup (5 carriages, each carrying two different things, and not much space where its going).