[0.12] Bugs, crashes & other issues

The raillayer; must have, if you want to play with railway.

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2Nooby
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Re: [0.12] Bugs, crashes & other issues

Post by 2Nooby »

with 0.18.29 I am getting LUA errors when using the landfill function of FARL with a basic unmodded 2 lane track. Is anyone else experiencing these issues?

RexBuck
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Re: [0.12] Bugs, crashes & other issues

Post by RexBuck »

Yup, a whole page of LUA errors when I try to cross water with a single track.

Factorio 18.28

Edit: When trying to cross water, it places a small amount of landfill before errror. Then if I press the STOP button, it doesn't stop but places another small chunk of landfill, etc.
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werelord
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Re: [0.12] Bugs, crashes & other issues

Post by werelord »

Indeed, same error with landfill.. Factorio 0.18.30, FARL 4.0.1

Code: Select all

  70.204 Script @__FARL__/lib_control.lua:21: 76944490 do local var={left_top={x=-264.5,y=-30.5},right_bottom={x=-247.5,y=-27.5}};return var;end
  70.204 Script @__FARL__/lib_control.lua:21: 76944490 Unexpected error: __FARL__/FARL.lua:1153: on_player_built_tile (ID 45) (45) can't be raised through script.
stack traceback:
	__FARL__/FARL.lua:966: in function 'replaceWater'
	__FARL__/FARL.lua:937: in function <__FARL__/FARL.lua:909>
	[C]: in function 'pcall'
	__FARL__/FARL.lua:909: in function 'fillWater'
	__FARL__/FARL.lua:723: in function 'prepareArea'
	__FARL__/FARL.lua:1153: in function 'bulldoze_area'
	__FARL__/FARL.lua:658: in function 'update'
	__FARL__/control.lua:109: in function <__FARL__/control.lua:108>
	[C]: in function 'pcall'
	__FARL__/control.lua:108: in function <__FARL__/control.lua:81>
	[C]: in function 'pcall'
	__FARL__/control.lua:81: in function <__FARL__/control.lua:80>
If I was a betting man, I would wager that this is related to the changes made in 0.18.27:
Changed script.raise_event() to only allow mod-created events and specific game events.
Changed script.raise_event() to validate all required fields are provided for the given event being raised.
Added event filters for script raised revive, destroy, and created events.
Changed event erroring so errors during raise_event are properly blamed on the mod erroring.
Changed raise_event ordering to match standard event ordering.
All game events that support filters now filter correctly regardless of how they're raised (raise_event or actual game event).

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Mevius
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Re: [0.12] Bugs, crashes & other issues

Post by Mevius »

Yep, experiencing the same issue! Hopefully it will get fixed soon, F.A.R.L. is one of the best mods!
Een goeie tukker is geen motherfucker!

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Re: [0.12] Bugs, crashes & other issues

Post by andrisv24 »

Hello, first time posting here, but im having an issue with the lastest FARL and latest factorio. this has been going on for a while. I cannot bridge water. it fills ONE tile and then throws a gigantic error. I've disabled ALL other mods and started a brand new sandbox game and still get this error. Screenshot attached.
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silentdeth
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Re: [0.12] Bugs, crashes & other issues

Post by silentdeth »

Can't read blueprints by click on buttons as of 18.37, presumably due to the changes to blueprints.

Edit: Seems to only be a problem if the blueprint is in the blueprint library. Meaning if you pick up the blueprint from the library and then click on the FARL button it does not work. But if you pick up the blueprint from the library, place it into your inventory, then pick it back up and click the FARL button it works.

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Re: [0.12] Bugs, crashes & other issues

Post by cajuninabox »

Factorio Version 18.42 because 18.43 broke my other mods.
mod list:
  • basically every mod from bob and angel (let me know if you want the full list)
  • cargo ships
  • circuit processing
  • explosive excavation
  • factorissimo
  • far reach
  • flow control
  • flow control for bob's
  • fnei
  • farl
  • helmod
  • LTN
  • optera's library
  • orbital ion cannon
  • picker atheneum
  • picker pipe tools
  • science cost tweaker (mexmer)
  • space extension
  • text plates
  • YARM

Using a basic 2-rail blueprint with the chain signal on the right, farl extends the wood/stone/etc clearing zone like 200-300 units to the right. Swapping the side the chain signal is on swaps the side that clears.

Putting in wooden boxes at the corners, and then travelling vertically, extends the clear zone so far that I haven't found the end yet at several thousand units, and forward as well. Again, swapping the side the chain signal is on swaps the clear side, but also changes it to clear backwards.


edit: non-blueprint mode works fine and dandy
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gumball12345
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Re: [0.12] Bugs, crashes & other issues

Post by gumball12345 »

I'm having an issue where cutting down trees chops down ALL trees to the left of my farl train. It also completely replaces all water to the left of the train, without using the corresponding amount of landfill.

https://imgur.com/a/Fl3QXC9

It happens with both the FARL train, and regular trains with a FARL module, and it happens when FARL is the only mod installed

adamcharnock
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Re: [0.12] Bugs, crashes & other issues

Post by adamcharnock »

I'm having the same issue with FARL deleting all trees on the right side of the train:

https://imgur.com/a/BicEG3E

Notes:

* Only happens when using blueprints
* If I clear the blueprints then the trees are not cleared
* Seems like an issue with the clearance area, perhaps caused by changes in the blueprint system (just guessing)
* Running latest factorio (1.0)
* I'm only using custom blueprints because I need parallel tracks, cannot see a setting for parallel tracks. By default farl lays a single track.

orzelek
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Re: [0.12] Bugs, crashes & other issues

Post by orzelek »

Can you check mod integration with Industrial Revolution 2?
It didn't seem to work for me until I added optional dependency for FARL on IR2 - that caused FARL loco and module to appear again.

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