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Re: Bug reports

Posted: Tue Jun 07, 2016 6:08 pm
by orzelek
steinio wrote:Thanks for your work.

What do you mean with 'straight world" option?
I'm using an extra mod for that. Don't say you have this implemented.

Greetings steinio
Ahh right :)
There is an option in RSO config that enables that mods functionality. Someone run into issues with both of the running so it was ported inside. If it works separately then no need to change it.

Re: Bug reports

Posted: Tue Jun 07, 2016 6:22 pm
by steinio
Had i known this before... :)

I like most the spacing of the trees.

Re: Bug reports

Posted: Fri Jul 01, 2016 12:06 am
by riun355
Not sure if this has already been posted, but the newest update (2.0.4) causes existing maps to exit to the main menu a few seconds after loading, with the error message, "No entity prototypes are available for this building."

Re: Bug reports

Posted: Fri Jul 01, 2016 12:13 am
by Peppe
riun355 wrote:Not sure if this has already been posted, but the newest update (2.0.4) causes existing maps to exit to the main menu a few seconds after loading, with the error message, "No entity prototypes are available for this building."
This error seems to be caused by these lines:

If I comment out this section of data-updates no more crashes:

--[[
for _, spawner in pairs(data.raw["unit-spawner"]) do
removeAutoplace(spawner)
end

for _, turret in pairs(data.raw.turret) do
if turret.subgroup == "enemies" then
removeAutoplace(turret)
end
end
]]--

I've commented them out in the above with the --[[ Comment Block ]]--
Any place to download previous versions? I think this was introduced in 2.0.4

Re: Bug reports

Posted: Fri Jul 01, 2016 1:48 am
by Eddie the Jedi
riun355 wrote:Not sure if this has already been posted, but the newest update (2.0.4) causes existing maps to exit to the main menu a few seconds after loading, with the error message, "No entity prototypes are available for this building."
I think I've hit the same bug, but for me it happened a little over an hour after I started playing with RSO 2.0.4 this evening. FWIW I'm still in the early stages of the game - just about to set up oil refineries; biter evolution is about 0.23. The only mods I'm using are RSO and RailTanker.

The attached saved game boots me to the main menu within a few seconds, regardless of what I do.

Re: Bug reports

Posted: Fri Jul 01, 2016 6:30 am
by orzelek
I removed the 2.0.4 from mod portal - please revert back to 2.0.3 - I will need to investigate this.

Eddie the Jedi thanks for the save it reproduces the problem nicely.
I will try to bug report this also and search for a solution in meantime when I have some time (should be today).

Re: Bug reports

Posted: Fri Jul 01, 2016 6:34 am
by Arch666Angel
Can confirm this bug. If you start a new game, reveal a bigger chunk of the map and then let it run on 10 times speed, it will crash while you did nothing. Expansion candidates maybe?

Re: Bug reports

Posted: Fri Jul 01, 2016 6:46 am
by orzelek
Arch666Angel wrote:Can confirm this bug. If you start a new game, reveal a bigger chunk of the map and then let it run on 10 times speed, it will crash while you did nothing. Expansion candidates maybe?
Yep thats my assumption - I hope devs will reply to bug report - if not I'll need to search for more complex ways of disabling the biter spawning and find a way to test if it doesn't break migration.

Re: Bug reports

Posted: Sat Jul 02, 2016 2:13 pm
by Eddie the Jedi
Version 2.0.5 fixed the bug. Thanks a lot!

Re: Bug reports

Posted: Tue Jul 12, 2016 7:34 pm
by DarkHelmet
I have:

Code: Select all

disableEnemyExpansion = true		-- allows for disabling of in-game biter base building
however, expansion is still very active. It was disabled in the 0.12 version of the map. If I look in-game in 0.13 with the current mod and the setting disabled, game.map-settings.enemy_expansion.enabled it is still set to true.

Re: Bug reports

Posted: Tue Jul 12, 2016 10:22 pm
by orzelek
DarkHelmet wrote:I have:

Code: Select all

disableEnemyExpansion = true		-- allows for disabling of in-game biter base building
however, expansion is still very active. It was disabled in the 0.12 version of the map. If I look in-game in 0.13 with the current mod and the setting disabled, game.map-settings.enemy_expansion.enabled it is still set to true.
This setting has a small caveat - it only works on new game.
It's also possible that migration from 0.12 to 0.13 did something to map settings including change of this value.

Re: Bug reports

Posted: Thu Jul 14, 2016 10:35 am
by DarkHelmet
Ah. That explains a few things then. Migration reset a few other things as well and it doesn't seem too much of a stretch that it reconfigured things like this too. In any case, it made things .. interesting.

Re: Bug reports

Posted: Fri Sep 02, 2016 5:22 am
by Szentigrade

Re: Bug reports

Posted: Sun Sep 04, 2016 1:51 am
by doktorstick
RSO 2.2.0 is spawning new resources in the starting area each time a game is loaded. This is with an in-progress game that was started using RSO 2.1.0.

Re: Bug reports

Posted: Sun Sep 04, 2016 10:57 am
by orzelek
doktorstick wrote:RSO 2.2.0 is spawning new resources in the starting area each time a game is loaded. This is with an in-progress game that was started using RSO 2.1.0.
Fixed it and new version is up. Sorry for the trouble (thats what I get for testing on huge base - I missed the respawn completely).

Re: Bug reports

Posted: Sun Sep 04, 2016 11:00 am
by steinio
Is this only for 0.14?
I'm stuck with some 2.0.x version in 0.13.

Re: Bug reports

Posted: Sun Sep 04, 2016 11:05 am
by orzelek
steinio wrote:Is this only for 0.14?
I'm stuck with some 2.0.x version in 0.13.
Yes those are for 0.14 only.
I still can't decide if I should post special version for 0.13 each time I do 0.14 or not. Especially that I test it only on 0.14 and while there should be no big differences something might still break.

Re: Bug reports

Posted: Sun Sep 04, 2016 11:48 am
by steinio
Well i will change to 0.14 anyway as soon as all my used mods are updated.

If there are no significant bugs in the 0.13 version it's ok for me - well i don't spot any.

Re: Bug reports

Posted: Sun Sep 11, 2016 12:03 am
by orzelek
Szentigrade wrote:i'll just post this in here

http://exothermic.com.au/Exothermic2.zip
http://exothermic.com.au/server2.zip

here is my base: Image
Sorry I forgot to take a look at your save earlier.

I tried it on latest Factorio with RSO 2.2.2 (and updated bob's logistics to make game start).

RSO regen command seems to work properly. One thing that might be a bit confusing is that since you don't have many radars you are not seeing the effect.
You can execute this command to update minimap to current state:

Code: Select all

/c game.player.force.rechart()
After that you will see all the spawned stuff. And be warned that there is a ton of enemies generated so you would need to do a lot of fighting after regen to make your stuff safe.

Re: Bug reports

Posted: Fri Sep 16, 2016 3:02 pm
by DrJones
I just upgraded from 0.13.<latest> to 0.14.7, and updated all my mods to match. I'm using Bob's + RSO, mainly (+Factorio Reach, +autofill, +VoidChestInstant, +EvoGUI, +YARM). When I load my save post-update, the game happily informs me that it removed a bunch of infinite ore entities. My YARM display agrees, and dubs all my monitored infinite ore patches 'unknown entity'.

Is this a known issue? Something I should have done differently?