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Moded furnaces reset every time a mod is updated

Posted: Fri Jun 01, 2018 3:03 pm
by Villfuk02
My mod - Food Industry adds multiple new entities of type furnace. Every time the mod is updated, the recipe inside the entity is lost (but not the progress)


How to reproduce:
0. Make sure you don't have the newest version of the mod
1. Use any furnace from the mod ie. Basic Farmland
2. Start some recipe inside it and make sure nothing is left in the input slot
3. Save the game
4. Update the mod
5. Load the game
6. Thre is nothing in progress in the entity

7. Place items inside the machine to start a new recipe
8. The new recipe is started, but continues in the progress of the previous recipe and doesn't consume the input items

Edit: It also happens when not updating the mod, but the base game

Re: Moded fornaces every time a mod is updated

Posted: Fri Jun 01, 2018 5:59 pm
by Klonan
The mod is doing something wrong, using on data changed to reset the furnaces or something

You should report it to the mod author

Re: Moded furnaces every time a mod is updated

Posted: Fri Jun 01, 2018 7:05 pm
by Villfuk02
I'm the mod author and i know for sure I'm not doung anything special with the entities:

Code: Select all

{
    type = "furnace",
    name = "basic-farmland",
    icon = "__FoodIndustry__/graphics/icons/entities/basic-farmland.png",
    icon_size = 32,
    flags = {"placeable-neutral", "placeable-player", "player-creation", "not-repairable"},
    minable = {hardness = 0.2, mining_time = 0.5},
    max_health = 100,
    resistances =
    {
      {
        type = "physical",
        percent = 10
      }
    },  
    selection_box = {{-2.75, -2.75}, {2.75, 2.75}}, 
    collision_box = {{-2.75, -2.75}, {2.75, 2.75}},    
	collision_mask = {"item-layer", "object-layer", "water-tile", "resource-layer", "player-layer", "layer-15"},
	animation =
	{
      layers =
      {
        {
			filename = "__FoodIndustry__/graphics/entity/farms/basic-farmland.png",
			priority = "high",
			width = 559,
			height = 467,
			scale = 0.4,
			frame_count = 1,
			line_length = 1,
			shift = {0.45, 0.0},
        }
      }
    },
    open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
    close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
    working_sound =
    {
      sound = {
        {
          filename = "__base__/sound/assembling-machine-t2-1.ogg",
          volume = 0.0
        }
      },
      idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.0 },
      apparent_volume = 0.0,
    },
    crafting_categories = {"basic-crop-growth"},
    crafting_speed = 0.6,
	energy_source =
    {
		type = "burner",
		usage_priority = "secondary-input",
		fuel_categories = {"chemical"},		
		fuel_inventory_size = 0,
		emissions = -0.02,
		light_flicker = { intensity = 0, size = 0}, color = { r = 0.0, g = 0.0, b = 0.0 },
    },
    energy_usage = "500W",    
	source_inventory_size = 1,
	result_inventory_size = 3,
    module_specification =
    {
      module_slots = 0,
      module_info_icon_shift = {0, 0.5},
      module_info_multi_row_initial_height_modifier = -0.3
    },
    order = "d-a",
    allowed_effects = {}
  },
the only thing about them is this code in control.lua

Code: Select all

script.on_event(defines.events.on_built_entity, function(event)
	local entity = event.created_entity
		if (entity.name == "basic-farmland") and entity.burner and entity.burner.remaining_burning_fuel then 
			event.created_entity.burner.currently_burning="wood"
			event.created_entity.burner.remaining_burning_fuel=2000000				
		end
	end
)

Re: Moded fornaces every time a mod is updated

Posted: Fri Jun 01, 2018 7:46 pm
by Klonan
Can you attach the mod?

Re: Moded fornaces every time a mod is updated

Posted: Fri Jun 01, 2018 9:51 pm
by Villfuk02
You can just download the any version of the mod here
https://mods.factorio.com/mod/FoodIndustry/

Re: Moded furnaces reset every time a mod is updated

Posted: Mon Jun 04, 2018 1:55 pm
by Villfuk02
Are you Investigating the Issue, or do you need more help?