[0.12] Bugs, crashes & other issues
Moderator: Choumiko
Re: [0.12] Bugs, crashes & other issues
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?
Re: [0.12] Bugs, crashes & other issues
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.
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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Re: [0.12] Bugs, crashes & other issues
Indeed, same error with landfill.. Factorio 0.18.30, FARL 4.0.1
If I was a betting man, I would wager that this is related to the changes made in 0.18.27:
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>
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).
Re: [0.12] Bugs, crashes & other issues
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!
Re: [0.12] Bugs, crashes & other issues
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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Re: [0.12] Bugs, crashes & other issues
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.
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
Factorio Version 18.42 because 18.43 broke my other mods.
mod list:
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
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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Re: [0.12] Bugs, crashes & other issues
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
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
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Re: [0.12] Bugs, crashes & other issues
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.
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.
Re: [0.12] Bugs, crashes & other issues
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.
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.