pY Alien Life - Discussion

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The_Ferret
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Re: pY Alien Life - Discussion

Post by The_Ferret »

I just updated to the latest versions of every PyMod. All of the science pack recipes have disappeared! :o

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Re: pY Alien Life - Discussion

Post by Pridesfall »

The_Ferret wrote:
Wed Mar 18, 2020 12:26 am
I just updated to the latest versions of every PyMod. All of the science pack recipes have disappeared! :o
They're made in a new building. I think it's called the research center.

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Re: pY Alien Life - Discussion

Post by The_Ferret »

Oh cool, I hadn't seen that. Thanks!

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Re: pY Alien Life - Discussion

Post by kingarthur »

mrbaggins wrote:
Wed Mar 18, 2020 12:08 am
mrbaggins wrote:
Mon Mar 16, 2020 10:34 am
kingarthur wrote:
Sun Mar 15, 2020 12:09 pm
It suggests though that now there is a LOT of recipes kept but disabled in various parts. These are going to be a huge burder on load times aren't they?
no. they are very few compared to the total and they are already loaded so all removing them would do is add extra stuff to process which would just increase the insignificant amount of time they add to the loading process. even if i removed every unneeded recipe and item you wouldnt save any time as loading it in is one process and removing it is a separate process.
How can having them removed result in them "already being loaded"? I mean, the first run would be slower as it removes them, but every run after that isn't going to put them in to take them out...
That's not how factorio loading works at all. It reads threw each mod one at a time and loads everything in it before moving on to the next one. Mods get completly reloaded every time you start the game.

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Re: pY Alien Life - Discussion

Post by Squelch »

Pridesfall wrote:
Wed Mar 18, 2020 12:44 am
The_Ferret wrote:
Wed Mar 18, 2020 12:26 am
I just updated to the latest versions of every PyMod. All of the science pack recipes have disappeared! :o
They're made in a new building. I think it's called the research center.
It would have been courteous to have communicated this and other recent recipe/building changes in the changelog. I seem to be spending more time debugging why things have stopped production because of this, rather than actually concentrating on the game.

I do appreciate that there are many moving parts to Py suite, and that mistakes and omissions can happen, but this is happening too regularly to be fun. I've even taken to reading the commit messages in the repo to try and head off any changes before they surprise me, but alas, those commit messages are often cryptic one worders and only make sense once the damage is realised in game. I also appreciate that this is not a professional development team with standard development practices and planning, but please try to record and communicate your changes for your own sakes too.

The research centre is 9 times the area of the original assembler 1 that was making logistic science packs and is going to be a real pain to refactor in my current game.

Please, please Py team, I request again that you consider informative and comprehensive changelogs?

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Caravans broken in Py AL 1.4.0??

Post by ChurchOrganist »

Got the following error after setting the source destination
PyCaravanBug.PNG
PyCaravanBug.PNG (324.32 KiB) Viewed 1059 times
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Re: pY Alien Life - Discussion

Post by Hetakin »

Hi,
I just discovered Pyanodon mod series for a couple of weeks and I found the concept absolutely amazing. Howerver, i'm trying it for few days and I have two problems. I didn't found any alien life as presented in this screen :
Image


I didn't found any alien in the map in sandbox mode so I think there is not. Py alien could be the best mod of this game if it could add alternative alien life and factions Other races with other behaviors (passives, agressive, solitary alien, predator, fearful,... etc.) I think it could be amazing if you could add this features (I want to kill vraug on the map haha)

My second problem is that Pyanodon series is really really to complex in particular for a french speaking guys like me. I'm not a beginner in this game but there is no explanation, no descritpion of the constructions, of the interest of new ressources. There is a lot of possibilities and you never know how to optimize. We don't need solutions but a few tracks could help to plan the factory developpment. This mod would be perfect if it was more accessible, understandable.

That s why it could be very interesting to create an in-game wiki like in Krastorio 2

Image



So in conclusion :
- COuld you create a in game wiki ?
- Could you add a mod to put your aliens in the map ass new race ?

I hope you will be interested in developing these two aspects. Th for your work and be happy :)

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Re: pY Alien Life - Discussion

Post by kingarthur »

Hetakin wrote:
Thu Mar 19, 2020 3:36 pm
Hi,
I just discovered Pyanodon mod series for a couple of weeks and I found the concept absolutely amazing. Howerver, i'm trying it for few days and I have two problems. I didn't found any alien life as presented in this screen :
Image


I didn't found any alien in the map in sandbox mode so I think there is not. Py alien could be the best mod of this game if it could add alternative alien life and factions Other races with other behaviors (passives, agressive, solitary alien, predator, fearful,... etc.) I think it could be amazing if you could add this features (I want to kill vraug on the map haha)

My second problem is that Pyanodon series is really really to complex in particular for a french speaking guys like me. I'm not a beginner in this game but there is no explanation, no descritpion of the constructions, of the interest of new ressources. There is a lot of possibilities and you never know how to optimize. We don't need solutions but a few tracks could help to plan the factory developpment. This mod would be perfect if it was more accessible, understandable.

That s why it could be very interesting to create an in-game wiki like in Krastorio 2

Image



So in conclusion :
- COuld you create a in game wiki ?
- Could you add a mod to put your aliens in the map ass new race ?

I hope you will be interested in developing these two aspects. Th for your work and be happy :)
Pyaliens is already planned but isnt done. That was just a very early screenshot from a test and a wiki is planned but I've got a few things im working on currently before I get to that

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Re: pY Alien Life - Discussion

Post by immortal_sniper1 »

there is a wiki in the works but it is not public atm and it is sorta semi outdated atm

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Re: pY Alien Life - Discussion

Post by kingarthur »

immortal_sniper1 wrote:
Thu Mar 19, 2020 4:59 pm
there is a wiki in the works but it is not public atm and it is sorta semi outdated atm
And what exactly are you basing that information on?

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Re: pY Alien Life - Discussion

Post by immortal_sniper1 »

kingarthur wrote:
Thu Mar 19, 2020 5:11 pm
immortal_sniper1 wrote:
Thu Mar 19, 2020 4:59 pm
there is a wiki in the works but it is not public atm and it is sorta semi outdated atm
And what exactly are you basing that information on?
me working in the past on it , after i got access to it

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Re: pY Alien Life - Discussion

Post by razahin »

A new bug was introduced with the latest update. When the game is saving the client crashes. The logs point to a problem with the new compost machines I had working on my save.

Image

Here are the last few lines

Code: Select all

 220.601 Info AppManager.cpp:297: Saving to _autosave2 (blocking).
 222.689 Error FluidBoxManager.cpp:524: Faulty fluidBox: 0x000001ef3cb85bb0, owner=compost-plant-mk01, position={10.5000000000, -220.5000000000}, bitmask=12288
 222.689 Include minidump in crash report.
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-dedxzt\src\fluid\fluidboxmanager.cpp (526): FluidBoxManager::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\entity\craftingmachine.cpp (545): CraftingMachine::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\entity\furnace.cpp (646): Furnace::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\surface\chunk.cpp (95): Chunk::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\surface\surface.cpp (895): Surface::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\map\map.cpp (1511): Map::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\scenario.cpp (1001): Scenario::saveMap
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\scenario.cpp (897): Scenario::saveAs
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\parallelscenariosaver.cpp (99): ParallelScenarioSaver::doSave
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl RouterBase::*)(void),ServerRouter *>,std::default_delete<std::tuple<void (__cdecl RouterBase::*)(void),ServerRouter *> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBD8667BD4)
00007FFBD8667BD4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBDA42CED1)
00007FFBDA42CED1 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
 225.198 Error FluidBoxManager.cpp:526: fluidBox->isInFluidManager() was not true
Logger::writeStacktrace skipped.
 225.198 Error CrashHandler.cpp:190: Map tick at moment of crash: 11160001
 225.198 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
 237.931 Uploading log file
 237.950 Error CrashHandler.cpp:258: Heap validation: success.
 237.952 Creating crash dump.
 238.257 CrashDump success
UPDATE:

Attempting to remove the composting machine also crashes the game

Code: Select all

ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBD8667BD4)
00007FFBD8667BD4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBDA42CED1)
00007FFBDA42CED1 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
 138.916 Error FluidBoxManager.cpp:569: this->doneSetup was not true
Logger::writeStacktrace skipped.
 138.916 Error CrashHandler.cpp:190: Map tick at moment of crash: 11155245
 138.916 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
 145.962 Uploading log file
 145.978 Error CrashHandler.cpp:258: Heap validation: success.
 145.980 Creating crash dump.
 146.217 CrashDump success
Last edited by razahin on Tue Mar 24, 2020 9:00 pm, edited 1 time in total.

kingarthur
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Re: pY Alien Life - Discussion

Post by kingarthur »

razahin wrote:
Tue Mar 24, 2020 8:50 pm
A new bug was introduced with the latest update. When the game is saving the client crashes. The logs point to a problem with the new compost machines I had working on my save.

Image

Here are the last few lines

Code: Select all

 220.601 Info AppManager.cpp:297: Saving to _autosave2 (blocking).
 222.689 Error FluidBoxManager.cpp:524: Faulty fluidBox: 0x000001ef3cb85bb0, owner=compost-plant-mk01, position={10.5000000000, -220.5000000000}, bitmask=12288
 222.689 Include minidump in crash report.
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-dedxzt\src\fluid\fluidboxmanager.cpp (526): FluidBoxManager::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\entity\craftingmachine.cpp (545): CraftingMachine::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\entity\furnace.cpp (646): Furnace::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\surface\chunk.cpp (95): Chunk::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\surface\surface.cpp (895): Surface::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\map\map.cpp (1511): Map::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\scenario.cpp (1001): Scenario::saveMap
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\scenario.cpp (897): Scenario::saveAs
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\parallelscenariosaver.cpp (99): ParallelScenarioSaver::doSave
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl RouterBase::*)(void),ServerRouter *>,std::default_delete<std::tuple<void (__cdecl RouterBase::*)(void),ServerRouter *> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBD8667BD4)
00007FFBD8667BD4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBDA42CED1)
00007FFBDA42CED1 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
 225.198 Error FluidBoxManager.cpp:526: fluidBox->isInFluidManager() was not true
Logger::writeStacktrace skipped.
 225.198 Error CrashHandler.cpp:190: Map tick at moment of crash: 11160001
 225.198 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
 237.931 Uploading log file
 237.950 Error CrashHandler.cpp:258: Heap validation: success.
 237.952 Creating crash dump.
 238.257 CrashDump success
That seems more like a factorio bug than pyal. The composter is just a furnace type entity with nothing special about it that should break a fluid box

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Re: pY Alien Life - Discussion

Post by razahin »

kingarthur wrote:
Tue Mar 24, 2020 8:55 pm
That seems more like a factorio bug than pyal. The composter is just a furnace type entity with nothing special about it that should break a fluid box
It is limited to the composter as far as I can tell. Attempting to remove it also crashes the game. This only started happening after the most recent update.

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Re: pY Alien Life - Discussion

Post by kingarthur »

razahin wrote:
Tue Mar 24, 2020 9:02 pm
kingarthur wrote:
Tue Mar 24, 2020 8:55 pm
That seems more like a factorio bug than pyal. The composter is just a furnace type entity with nothing special about it that should break a fluid box
It is limited to the composter as far as I can tell. Attempting to remove it also crashes the game. This only started happening after the most recent update.
Ok. Even more this seems like a factorio bug and I would recommend making a bug report to the devs. We've not done anything with the composter that should be causing anything like this. I dont know what's wrong with it. As the fluidbox itself is messed up.

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Re: pY Alien Life - Discussion

Post by razahin »

Changing the 0.0 to -2.0 on line 245 as was in the commented out code seems to resolve the issue. I'm not sure what side effects this has outside of just moving the pipe connection location. I wasn't using that which is weird why this would resolve it.

Image

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Re: pY Alien Life - Discussion

Post by razahin »

Well changing the 0.0 to -2.0 removing the existing entities. Saving, changing it back to 0.0 and reloading the game seems to have resolved the issue. The compost machines can be placed and removed without issues.

I can only speculate since I don't have much information but IF the input position got changed in the recent update, it might have broken the existing entities on a save.

Hopefully this helps anyone else if they run into the issue.

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Re: pY Alien Life - Discussion

Post by kingarthur »

razahin wrote:
Tue Mar 24, 2020 9:39 pm
Well changing the 0.0 to -2.0 removing the existing entities. Saving, changing it back to 0.0 and reloading the game seems to have resolved the issue. The compost machines can be placed and removed without issues.

I can only speculate since I don't have much information but IF the input position got changed in the recent update, it might have broken the existing entities on a save.

Hopefully this helps anyone else if they run into the issue.
it did not. there is no release between when it was made and now where the inputs was changed

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Re: pY Alien Life - Discussion

Post by razahin »

kingarthur wrote:
Tue Mar 24, 2020 9:46 pm
it did not. there is no release between when it was made and now where the inputs was changed
I see, it was a guess anyway so no harm done. Hopefully I was the only one having issues.

By the way, thanks a ton for considering the latex question from my other thread. Its definitely a quality of life improvement. As always, thanks for all your hard work.

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Re: pY Alien Life - Discussion

Post by IanRaven »

razahin wrote:
Tue Mar 24, 2020 10:13 pm
kingarthur wrote:
Tue Mar 24, 2020 9:46 pm
it did not. there is no release between when it was made and now where the inputs was changed
I see, it was a guess anyway so no harm done. Hopefully I was the only one having issues.

By the way, thanks a ton for considering the latex question from my other thread. Its definitely a quality of life improvement. As always, thanks for all your hard work.
No, you were not the only one.

I had the same issue in the game crashing on the game saving or picking up the composter, but solved it by installing the previous update -> picking up the composters that I had on the map -> save, exit and update the mod again -> Load the save -> Problem solved.

Great mods by the way, can´t wait for the full planed PY mods suite, hope that the next one is the PY Renewable Energy ;)

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