[Bug, Fixed] Simple instant blueprint mod

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DemiPixel
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[Bug, Fixed] Simple instant blueprint mod

Post by DemiPixel »

Loads of coding experience, little to none with Lua. Here's my code:

Code: Select all

script.on_event(defines.events.on_built_entity, function(ev) 
    game.players[1].print(ev.created_entity.name .. ", " .. ev.created_entity.ghost_name)
    game.players[1].print(tostring(ev.created_entity.revive()))
end)
All I should need is ev.created_entity.revive() however I've added a little bit more for testing.

If I comment out the second line, when placing something like a long line of lamps with a combinator at the end, it only prints one lamp and one combinator (do the others get cut off or something?)

If I uncomment the second line, Factorio is unhappy and crashes, provided an error in the logs that is not very helpful:

Code: Select all

  41.712 Applying migration: Base Mod: 2016-04-22_Factorio_0.13.0.lua
  41.738 Applying migration: Base Mod: 2016-06-15_Factorio_0.13.0.lua
  41.741 Applying migration: Base Mod: 2016-06-23_Factorio_0.13.0.lua
  41.747 Applying migration: Base Mod: 2016-06-26_Factorio_0.13.0.lua
  41.749 Applying migration: Base Mod: 2016-06-27_Factorio_0.13.0.lua
  41.751 Applying migration: Base Mod: 2016-06-28_Factorio_0.13.0.lua
  41.759 Checksum for script /Users/Me/Library/Application Support/factorio/temp/currently-playing/control.lua: 900459546
  41.761 Checksum for script __instant-blueprint__/control.lua: 3098547080
  45.316 Error CrashHandler.cpp:183: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x10059e172 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:382)
#1  0x1005970f9 in CrashHandler::writeStackTrace() (in factorio) (CrashHandler.cpp:85)
#2  0x10059708e in CrashHandler::SignalHandler(int) (in factorio) (CrashHandler.cpp:188)
#3  0x7fff8829952a in 0x7fff8829952a
#4  0x5466ea in 0x005466ea (in factorio)
#5  0x10009ab00 in ManualBuilder::buildItem(InputAction::BuildItemParameters const&, ForceID, ID<EntityPrototype, unsigned short>, bool, bool) (in factorio) (ManualBuilder.cpp:446)
#6  0x10009aa18 in CharacterController::buildItem(InputAction::BuildItemParameters const&) (in factorio) (CharacterController.cpp:401)
#7  0x1002537dc in GameActionHandler::buildItem(InputAction const&, Controller*) (in factorio) (GameActionHandler.cpp:595)
#8  0x10024ee1c in GameActionHandler::actionPerformed(InputAction const&) (in factorio) (GameActionHandler.cpp:286)
#9  0x1003bc8d7 in InputHandler::flushActions(bool) (in factorio) (InputHandler.cpp:44)
#10 0x10024f417 in GameActionHandler::update() (in factorio) (GameActionHandler.cpp:327)
#11 0x100421edf in MainLoop::gameUpdateStep(MultiplayerManager*, Scenario*, AppManager*, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:325)
#12 0x100423153 in MainLoop::updateLoop(ThreadBarrier*, boost::chrono::time_point<boost::chrono::steady_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >*, boost::chrono::time_point<boost::chrono::steady_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >*, bool*, bool, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:472)
#13 0x1005a58da in Thread::loop() (in factorio) (Thread.cpp:34)
#14 0x100b22946 in boost::(anonymous namespace)::thread_proxy(void*) (in factorio) + 54
#15 0x7fff9076399d in 0x7fff9076399d
#16 0x7fff9076391a in 0x7fff9076391a
#17 0x7fff90761351 in 0x7fff90761351
  50.079 Error CrashHandler.cpp:85: Map tick at moment of crash: 5531370
  50.079 Error Util.cpp:77: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.
 119.224 Received SIGTERM, shutting down
Last edited by DemiPixel on Wed Jun 29, 2016 11:02 pm, edited 1 time in total.

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prg
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Re: Simple instant blueprint mod

Post by prg »

The on_built_entity handler gets called the number of times I'd expect it to when placing a blueprint, what you're seeing is probably just that player.print() suppresses duplicated lines. Try log() or a plain print() and have a look at stdout. I can confirm the crash though. You should report that as a bug. It only crashes when using a blueprint, not when shift-clicking to create a ghost.
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DemiPixel
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Re: Simple instant blueprint mod

Post by DemiPixel »

prg wrote:The on_built_entity handler gets called the number of times I'd expect it to when placing a blueprint, what you're seeing is probably just that player.print() suppresses duplicated lines. Try log() or a plain print() and have a look at stdout. I can confirm the crash though. You should report that as a bug. It only crashes when using a blueprint, not when shift-clicking to create a ghost.
Reported, fixed for 0.13.2

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Schorty
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Re: [Bug, Fixed] Simple instant blueprint mod

Post by Schorty »

Hi there,

your mod doesn't work with concrete. Just to let you know. Would be cool, if you could fix that!

Greetings,
Schorty
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