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[2.0.14] Maps from version 1.1.110 fail to load

Posted: Sat Nov 02, 2024 10:42 pm
by Sonik-HSC
Hello DEVS im an user from steam =Ω Omega-HSC Ω= and i only have 1.4k hours of gameplay in version 1.1
i have waited for an more stable versio of game 2.0 to start playing.
My problem:
This 2 maps failing to load o version 2.0, bust if i revert game to last stable version (1.1.110 outdated stable) the maps works nice, but in 2.0 i geting an error.
*************************************************************************************************************************
The level scenario caused a non-recoverable error.
Please report this error to the scenario author.

Error while running event level::on_configuration_changed
__level__/freeplay.lua:53: attempt to index global 'global' (a nil value)
stack traceback:
__level__/freeplay.lua:53: in function 'on_configuration_changed'
__core__/lualib/event_handler.lua:87: in function <__core__/lualib/event_handler.lua:84>
*************************************************************************************************************************
one save file have 40-50 mb and the another have 200mb

https://drive.google.com/file/d/1tz0krT ... drive_link
https://drive.google.com/file/d/1rDM-sv ... drive_link

MY OTHER MAPS-SAVES WORKS FINE,BUT THIS 2 MAPS IS KIND AN LABORATORY TO ME.... I NEED THEM, AND THEY NEDD ME ;-)

THANK YOU FOR YOUR EFORTS ON KEEPING GAME ALIVE and FUN

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Thu Nov 07, 2024 11:53 am
by boskid
Those links are not public so i cannot attempt at fixing those save files for you. It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.

I can fix those save files if available or you can start new fresh game and save it, and open this new save file as a zip file to get control.lua and freeplay.lua files which you should be able to extract and put them into your previous save files that are failing to get script replaced.

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Fri Nov 08, 2024 12:26 am
by Sonik-HSC
boskid wrote: Thu Nov 07, 2024 11:53 am Those links are not public so i cannot attempt at fixing those save files for you. It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.

I can fix those save files if available or you can start new fresh game and save it, and open this new save file as a zip file to get control.lua and freeplay.lua files which you should be able to extract and put them into your previous save files that are failing to get script replaced.
Hello ,and sorry for my late response,and mistake.
It was a long time ago that I shared a file via GOOGLE DRIVE the links are "fixed" i think!
Can you take a look on tath saves they are alot important to me.

https://drive.google.com/file/d/1tz0krT ... drive_link save 1=56mb

https://drive.google.com/file/d/1rDM-sv ... drive_link save2 =212mb

Thank you for your time ... ;-)

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Fri Nov 08, 2024 12:36 am
by Sonik-HSC
boskid wrote: Thu Nov 07, 2024 11:53 am ====== It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.=======
Just one thing i have 9 diferent saves, and just those 2 are not working! Each save was created from absolute (=zero=).
i dont have mods on any save. ....
THANK YOU VERY MUCH FOR YOUR AND THE TEAM DEVS EFFORTS :D :D :D

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Fri Nov 08, 2024 3:03 pm
by shelmak.gc@gmail.com
Sonik-HSC wrote: Fri Nov 08, 2024 12:36 am
boskid wrote: Thu Nov 07, 2024 11:53 am ====== It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.=======
Just one thing i have 9 diferent saves, and just those 2 are not working! Each save was created from absolute (=zero=).
i dont have mods on any save. ....
THANK YOU VERY MUCH FOR YOUR AND THE TEAM DEVS EFFORTS :D :D :D
I have done what Boskid described and copied these two files from one of my saves, hope it works for you: https://mega.nz/folder/5MgyiYxY#DrL6wfvLfHAOPi_YxD3Wow

I've not tested the saves, the save where I copied these files is heavilly modded, but I have opened the files and it doesn't seem to include any modding reference so I assume they will work.

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Tue Nov 12, 2024 10:23 pm
by Sonik-HSC
shelmak.gc@gmail.com wrote: Fri Nov 08, 2024 3:03 pm
Sonik-HSC wrote: Fri Nov 08, 2024 12:36 am
boskid wrote: Thu Nov 07, 2024 11:53 am ====== It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.=======
Just one thing i have 9 diferent saves, and just those 2 are not working! Each save was created from absolute (=zero=).
i dont have mods on any save. ....
THANK YOU VERY MUCH FOR YOUR AND THE TEAM DEVS EFFORTS :D :D :D
I have done what Boskid described and copied these two files from one of my saves, hope it works for you: https://mega.nz/folder/5MgyiYxY#DrL6wfvLfHAOPi_YxD3Wow

I've not tested the saves, the save where I copied these files is heavilly modded, but I have opened the files and it doesn't seem to include any modding reference so I assume they will work.
the maps """ARE NOT HEAVLLY""" i only use 2 mods is history os factorio and in my computer!!!!
They are TRAIN STATION AUTO REFULLING and another mini mod. and this saves have those mods removed from version 1.1

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Tue Nov 26, 2024 11:32 pm
by shelmak.gc@gmail.com
Sonik-HSC wrote: Tue Nov 12, 2024 10:23 pm
shelmak.gc@gmail.com wrote: Fri Nov 08, 2024 3:03 pm
Sonik-HSC wrote: Fri Nov 08, 2024 12:36 am
boskid wrote: Thu Nov 07, 2024 11:53 am ====== It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.=======
Just one thing i have 9 diferent saves, and just those 2 are not working! Each save was created from absolute (=zero=).
i dont have mods on any save. ....
THANK YOU VERY MUCH FOR YOUR AND THE TEAM DEVS EFFORTS :D :D :D
I have done what Boskid described and copied these two files from one of my saves, hope it works for you: https://mega.nz/folder/5MgyiYxY#DrL6wfvLfHAOPi_YxD3Wow

I've not tested the saves, the save where I copied these files is heavilly modded, but I have opened the files and it doesn't seem to include any modding reference so I assume they will work.
the maps """ARE NOT HEAVLLY""" i only use 2 mods is history os factorio and in my computer!!!!
They are TRAIN STATION AUTO REFULLING and another mini mod. and this saves have those mods removed from version 1.1
I meant my own savefiles, but there was no entry about mods on the two files I copied so it should work ok.

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 2:48 pm
by Sonik-HSC
Hello DEVs maybe this help you solving my problem. The error is because an (CREATED CUSTOM MAP) .
I even cant load the EMPTY created maps. (i creted this maps, for testing blueprints) i tested this 22-12-2024
Each map givs me 1 diferent error

*************************************************************************************************************************
The level scenario caused a non-recoverable error.
Please report this error to the scenario author.

Error while running event level::on_init()
__level__/freeplay.lua:58: attempt to index global 'global' (a nil value)
stack traceback:
__level__/freeplay.lua:58: in function 'on_init'
__core__/lualib/event_handler.lua:69: in function <__core__/lualib/event_handler.lua:64>

#################################################################################################

The level scenario caused a non-recoverable error.
Please report this error to the scenario author.

Error while running event level::on_player_created (ID 28)
__level__/sandbox.lua:13: attempt to index global 'global' (a nil value)
stack traceback:
__level__/sandbox.lua:13: in function 'handler'
__core__/lualib/event_handler.lua:47: in function <__core__/lualib/event_handler.lua:45>
***********************************************************************************************************************************

This maps dont have any blueprint, they are clean.
I compressed the two SCENARIOS maps with winrar, to be able to send you all items

My maps where in this localization in my computer
=C:\Users\OmegaHSC\AppData\Roaming\Factorio\scenarios=

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 2:53 pm
by boskid
Sonik-HSC wrote: Sun Dec 22, 2024 2:48 pm Hello DEVs maybe this help you solving my problem. The error is because an (CREATED CUSTOM MAP) .
I even cant load the EMPTY created maps. (i creted this maps, for testing blueprints) i tested this 22-12-2024
Each map givs me 1 diferent error
Your scenario uses freeplay.lua and control.lua files that are from 1.1. If you want those scenarios to work in 2.0 you need to update both of those files as they are not compatible with 2.0.

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 2:58 pm
by BraveCaperCat
boskid wrote: Sun Dec 22, 2024 2:53 pm
Sonik-HSC wrote: Sun Dec 22, 2024 2:48 pm Hello DEVs maybe this help you solving my problem. The error is because an (CREATED CUSTOM MAP) .
I even cant load the EMPTY created maps. (i creted this maps, for testing blueprints) i tested this 22-12-2024
Each map givs me 1 diferent error
Your scenario uses freeplay.lua and control.lua files that are from 1.1. If you want those scenarios to work in 2.0 you need to update both of those files as they are not compatible with 2.0.
And I thought that this was supposed to happen automatically:
boskid wrote: Thu Nov 07, 2024 11:53 am It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.
If this isn't happening (even in some cases), it's still an issue.

I also note that the original poster was using a sandbox save in one case:
Sonik-HSC wrote: Sun Dec 22, 2024 2:48 pm The level scenario caused a non-recoverable error.
Please report this error to the scenario author.

Error while running event level::on_player_created (ID 28)
__level__/sandbox.lua:13: attempt to index global 'global' (a nil value)
stack traceback:
__level__/sandbox.lua:13: in function 'handler'
__core__/lualib/event_handler.lua:47: in function <__core__/lualib/event_handler.lua:45>
as sandbox.lua is named appropriately for the depreciated sandbox scenario and isn't part of a normal freeplay game.
I recommend (as a temporary solution for the original poster) that you create a new freeplay game and run the /editor command (the replacement for the depreciated sandbox scenario) to activate editor mode. You can also use /cheat if you prefer.

The problem appears to be that the script in save games created using the sandbox scenario isn't being properly updated to the 2.0 freeplay script.

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 3:02 pm
by boskid
It was a mistake to ever allow level to contain a scripts inside and this is what we get. I guess many MP servers with soft-modded content would not be possible without this so maybe lets not kill this feature completly.

When script is forced to update, it is level's control file that gets replaced from the matching scenario provided by one of the mods. If a scenario (the source) contains faulty scripting, all bets are off.

There are 2 cases that are different and need to be properly told apart: save file will have its script updated from matching scenario. Scenario will not get its script updated because it is the source.

If save file would never be allowed to hold its own local copy of scripting, at all times you would need to have a mod enabled that provides scripting for that scenario and a save file would not load without that mod. This would save us all the issues related to save having an outdated scripting that was not replaced because source scenario is not provided. With scenarios themselves, if script is outdated then it is the fault of a scenario author to not update the scripts.

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 3:09 pm
by BraveCaperCat
boskid wrote: Sun Dec 22, 2024 3:02 pm With scenarios themselves, if script is outdated then it is the fault of a scenario author to not update the scripts.
Aren't the devs the creator of the base game sandbox scenario, therefore implicating yourselves as the issue?

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 3:16 pm
by boskid
BraveCaperCat wrote: Sun Dec 22, 2024 3:09 pm Aren't the devs the creator of the sandbox scenario, therefore implicating yourselves as the issue?
Just because a scenario is called "sandbox" does not mean it is `base/sandbox`. Once you create a custom scenario based on one of existing scenarios, now that is an independent copy of the scenario that is now maintained by you including its scripting. Custom scenarios can have their own custom logic and if we would ever replace those scripts, the custom logic would be gone. So now the question is: what would be the purpose of having custom scenarios if they get their scripting replaced from a base scenario?

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 3:35 pm
by BraveCaperCat
boskid wrote: Sun Dec 22, 2024 3:16 pm
BraveCaperCat wrote: Sun Dec 22, 2024 3:09 pm Aren't the devs the creator of the sandbox scenario, therefore implicating yourselves as the issue?
So now the question is: what would be the purpose of having custom scenarios if they get their scripting replaced from a base scenario?
None. I would like to note, that the devs are at fault for not updating the base game sandbox scenario and for actively discontinuing it.
Sandbox scenarios from other mods are not at fault as not only are they likely to update, but we aren't sure weather the original poster was using their sandbox scenarios or not (you could also use that as a reason for the devs not being at fault, but it's most likely that the original poster was using the base game scenario - I mean, they were using 1.1.x when they created that game and they likely didn't want to install a mod to create a sandbox scenario which was going to be mostly the same as the base game one)

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 3:37 pm
by boskid
BraveCaperCat wrote: Sun Dec 22, 2024 3:35 pm I would like to note, that the devs are at fault for not updating the base game sandbox scenario and for actively discontinuing it.
As far as i know, sandbox scenario is back so your argument is faulty.

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 3:40 pm
by BraveCaperCat
boskid wrote: Sun Dec 22, 2024 3:37 pm
BraveCaperCat wrote: Sun Dec 22, 2024 3:35 pm I would like to note, that the devs are at fault for not updating the base game sandbox scenario and for actively discontinuing it.
As far as i know, sandbox scenario is back so your argument is faulty.
Ah. I guess I wasn't notified of that re-addition.

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 3:55 pm
by Sonik-HSC
boskid wrote: Sun Dec 22, 2024 2:53 pm
Sonik-HSC wrote: Sun Dec 22, 2024 2:48 pm Hello DEVs maybe this help you solving my problem. The error is because an (CREATED CUSTOM MAP) .
I even cant load the EMPTY created maps. (i creted this maps, for testing blueprints) i tested this 22-12-2024
Each map givs me 1 diferent error
Your scenario uses freeplay.lua and control.lua files that are from 1.1. If you want those scenarios to work in 2.0 you need to update both of those files as they are not compatible with 2.0.
HOW I DO TATH ?????
i created this maps in "MAP EDITOR"--"NEW SCENARIO"
the only cheat code i used it was
"/c local radius=5000
game.player.force.chart(game.player.surface, {{x = -radius, y = -radius}, {x = radius, y = radius}})"
THEM i clean all enteties..... an build an start infinity box
and the map is not for ONLINE mode. it was just for me for my EXPERIMENTS

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 5:16 pm
by boskid
Sonik-HSC wrote: Sun Dec 22, 2024 3:55 pm Your scenario uses freeplay.lua and control.lua files that are from 1.1. If you want those scenarios to work in 2.0 you need to update both of those files as they are not compatible with 2.0.
In the directory related to your scenario (that you packaged into the rar file to send here) you delete existing control.lua and freeplay.lua files and put new files (you can extract them from one of existing working 2.0 save files)

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Sun Dec 22, 2024 6:02 pm
by Sonik-HSC
boskid wrote: Sun Dec 22, 2024 5:16 pm
Sonik-HSC wrote: Sun Dec 22, 2024 3:55 pm Your scenario uses freeplay.lua and control.lua files that are from 1.1. If you want those scenarios to work in 2.0 you need to update both of those files as they are not compatible with 2.0.
In the directory related to your scenario (that you packaged into the rar file to send here) you delete existing control.lua and freeplay.lua files and put new files (you can extract them from one of existing working 2.0 save files)
i did tath, and IT WORKS!!!!! all my saves are saved...lol i did not touch in save files, only cenarios.
i have saved all saves to the last version of factorio....THANK YOU FOR THE HELP........ :D :D :D :D :D :D
one question, if i delete the CREATED CENARIOS, my save files will keep working????...
THANK YOU AGAIN!!!

Re: [2.0.14] Maps from version 1.1.110 fail to load

Posted: Mon Dec 23, 2024 1:25 pm
by BraveCaperCat
Sonik-HSC wrote: Sun Dec 22, 2024 6:02 pm one question, if i delete the CREATED CENARIOS, my save files will keep working????...
Scenarios are separate from save files - the control scripting (which could be none) is stored in the save file. However, if the scenario is updated, (like with freeplay's 2.0 update) existing save files will gain the new control scripting from the update. However, since you created a new scenario (a duplicate of the freeplay scenario for 1.1) and didn't update the script to work with 2.0 (using the freeplay script for 2.0 instead of the 1.1 equivelent) the save game couldn't load. This makes it not an issue, but user error (though, pretty understandable user error)