Bioluminescence - Because lamps need not be the only things to glow in the dark
Moderator: Reika
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Bioluminescence Mod - tree gow persistent after tree removal
Is the glow of the glow trees supposed to exist after the tree is removed ? I have this issue.
Cant seem to find an answer on github or here, my apologies if I have missed it. The unexplained patches of glowingness irk me, but I do enjoy the feel it adds to the game alongside alien biomes. If there is a fix I'd like to continue using it un-irked.
Thanks,
PS: Great work on your mods. I have used them in several games now, from Nauvis Day and End Game Combat to Rotarycraft and Reactorcraft to name just a few. You really get around.
Cant seem to find an answer on github or here, my apologies if I have missed it. The unexplained patches of glowingness irk me, but I do enjoy the feel it adds to the game alongside alien biomes. If there is a fix I'd like to continue using it un-irked.
Thanks,
PS: Great work on your mods. I have used them in several games now, from Nauvis Day and End Game Combat to Rotarycraft and Reactorcraft to name just a few. You really get around.
Re: Bioluminescence Mod - tree gow persistent after tree removal
This is already fixed for the next release, and there is a way - albeit more fiddly and command-based - to remove leftover light.
Also, this is not the place to report bugs.
Also, this is not the place to report bugs.
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Re: Bioluminescence Mod - tree gow persistent after tree removal
Thanks for the response.
Yes, I had a look at your github issue tracker, but I that seemed to be a place for bugs and serious issues while this seemed to me to be more of a question on a feature. *shrugs*. Will go bug you there next time. *facewall at originally unintended pun*
Yes, I had a look at your github issue tracker, but I that seemed to be a place for bugs and serious issues while this seemed to me to be more of a question on a feature. *shrugs*. Will go bug you there next time. *facewall at originally unintended pun*
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error running Bioluminescence
Hello!
I got this error when I tried starting a new game with bioluminescence:
Any idea what would be causing this? Or, how I could fix it?
I got this error when I tried starting a new game with bioluminescence:
Code: Select all
Error while running event Bioluminescence::on_chunk_generated (ID 12)
LuaTile API call when LuaTile was invalid.
stack traceback:
__Bioluminescence__/constants.lua:47: in function 'getColorsForTile'
__Bioluminescence__/functions.lua:27: in function 'getRandomColorForTile'
__Bioluminescence__/functions.lua:110: in function 'placeIfCan'
__Bioluminescence__/control.lua:30: in function 'controlChunk'
__Bioluminescence__/control.lua:41: in function <__Bioluminescence__/control.lua:40>
Any idea what would be causing this? Or, how I could fix it?
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Re: error running Bioluminescence
Oki-dokes! I did a little bit more digging. It seems that it has a conflict with the "Blueprint Engineer" mod. Or, at least it runs fine unless I enable said other mod...
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Re: error running Bioluminescence
Best guess: placeIfCan (functions.lua.109) is calling surface.get_tile(x,y) with coordinates that don't have a tile.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: error running Bioluminescence
Can that even happen? Is there such a thing? Even "off map" is a tile (out-of-map).eradicator wrote: ↑Thu Nov 15, 2018 5:57 pm Best guess: placeIfCan (functions.lua.109) is calling surface.get_tile(x,y) with coordinates that don't have a tile.
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Re: error running Bioluminescence
"out-of-map" is a normal tile in an existing chunk that just happens to be completely black, same as grass, dirt or whatelse. Totally different from a non-existing chunk. Calling get_tile on a position that has no tile will get you an invalid LuaTile object: /c game.print(game.player.surface.get_tile(10e5,10e5).valid).Reika wrote: ↑Tue Nov 20, 2018 4:30 pmCan that even happen? Is there such a thing? Even "off map" is a tile (out-of-map).eradicator wrote: ↑Thu Nov 15, 2018 5:57 pm Best guess: placeIfCan (functions.lua.109) is calling surface.get_tile(x,y) with coordinates that don't have a tile.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
how to remove luminous bush
yep thats pretty much it .
how do i remove these so i can build my base O_o
how do i remove these so i can build my base O_o
Bioluminescence - Because lamps need not be the only things to glow in the dark
Mod Info:
Nights on Nauvis are incredibly dark and impenetrable. Sure, you have the ability to flood the night with your own constructions, but these require power and infrastructure, and will not help you see far-flung rail lines or that worm hiding in those trees. Night vision would, of course, but at the cost of everything looking like you have become colorblind to everything except green.Why not allow both light and color to generate throughout the world, in the form of various bioluminescent plants, ranging from bushes to lilies to trees? Not only do these provide some small amount of visiblity, no matter how remote the area, they serve a lovely aesthetic purpose as well.
The plants all come in 12 or so colors, and will spawn colors appropriate for their biomes (eg white and cyan for ice biomes, red and yellow for deserts, blue for blue-grass biomes, and so on). This includes AlienBiomes support.
Screenshots/Video:
Sample generation; Trees and two bush variants can be seenSome more tree colors:
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Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
Has anyone else been having a problem where the objects spawn in-world, but they don't glow at night? I tried removing all my mods save biolume, and they still didn't glow .
Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
It doesn't work for me either. I posted an issue on Github since that's how Reika likes to track things. Feel free to add more information there if you know anything I don't.Bizobinator wrote: ↑Wed May 01, 2019 11:13 pm Has anyone else been having a problem where the objects spawn in-world, but they don't glow at night? I tried removing all my mods save biolume, and they still didn't glow .
Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
I've played with this mod now for the first time, and all works fine for me.
actually just went here to say THX! for amazing job it adds so much to the atmosphere, its the perfect touch for alien biomes, it will be hard to play without this mod from now and on.
EDIT:
after little more testing i had the same issue as the op
it seems that the downloadable version in the game is not the updated one.
BUT if i download and place manually the updated from the site it says that it incompatible with the version of the game
actually just went here to say THX! for amazing job it adds so much to the atmosphere, its the perfect touch for alien biomes, it will be hard to play without this mod from now and on.
EDIT:
after little more testing i had the same issue as the op
it seems that the downloadable version in the game is not the updated one.
BUT if i download and place manually the updated from the site it says that it incompatible with the version of the game
Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
The mod has now been updated and works fine.
Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
Bioluminescence currently has a crash bug when combined with certain other mods. A quick fix until reika can make an official release is in here: https://github.com/ReikaKalseki/Bioluminescence/pull/3
Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
BUG: Issue with UPS
Details: Running only DragonIndustries and Bioluminescence, a PC that is capable of running a moderate sized factory at 2x game speed and 120FPS/120UPS is reduced to only running the same factory at 13/13.
Without mod enabled:
With mod enabled:
Notes: I suspect that the issue was introduced after 17.69, since we noticed some oddness with UPS on two different multiplayer maps when we upgraded to 17.74 stable, and as the maps grew the problem because bad enough for me to start digging into our modpack to figure out where is was coming from.
Until this started, we've had no other issues whatsoever on these maps (and other, larger, maps prior to this) with this mod enabled.
Note: I found somone else with a similar issue on github here: https://github.com/ReikaKalseki/Reika_F ... issues/199
I'll add my testing results there as well.
Details: Running only DragonIndustries and Bioluminescence, a PC that is capable of running a moderate sized factory at 2x game speed and 120FPS/120UPS is reduced to only running the same factory at 13/13.
Without mod enabled:
With mod enabled:
Notes: I suspect that the issue was introduced after 17.69, since we noticed some oddness with UPS on two different multiplayer maps when we upgraded to 17.74 stable, and as the maps grew the problem because bad enough for me to start digging into our modpack to figure out where is was coming from.
Until this started, we've had no other issues whatsoever on these maps (and other, larger, maps prior to this) with this mod enabled.
Note: I found somone else with a similar issue on github here: https://github.com/ReikaKalseki/Reika_F ... issues/199
I'll add my testing results there as well.
Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
I like this mod, fits the world perfectly. However i would prefer that you don't get wood every time you chop the trees, because just chopping and replanting you can have infinite wood supply, which is way too tempting (i commented the sapling part in the mod to avoid this as i don't think it's especially logic to cut a tree and replant it elsewhere anyway, maybe an option / bugfix for this ? )
Good work
Good work
Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
Are there any plans to enable this mod on 1.1 (as well as its dependency on DragonIndustries)?
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Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
Your thumbnail has all kinds of colors, But in game all I see is yellow everywhere, I cranked the spawn weight up hoping this would make factorio pretty, it does not.
https://imgur.com/a/0OJmQrG
https://imgur.com/a/0OJmQrG